ETS2 & ATS 1.48 News
Re: ETS2 & ATS 1.48 News
ETS2 1.48 has been released
https://blog.scssoft.com/2023/08/euro-t ... lease.html
https://blog.scssoft.com/2023/08/euro-t ... lease.html
Re: ETS2 & ATS 1.48 News
(Turkish:ETS 2 Roextend Türkiye Mapinde Yapılmasını İstediklerim: Ankara Niğde Otoyolu 0-21 Marmaris Ve Datça Yaparsanız Çok Sevinirim)
(English: What I Want to Do on ETS 2 Roextend Turkey Map: Ankara Niğde Highway 0-21 Marmaris And Datça I Would Be Very Happy If You Do)
(English: What I Want to Do on ETS 2 Roextend Turkey Map: Ankara Niğde Highway 0-21 Marmaris And Datça I Would Be Very Happy If You Do)
Re: ETS2 & ATS 1.48 News
Sure, read this viewtopic.php?f=1&t=2253, start the editor and have fun!
Re: ETS2 & ATS 1.48 News
Looks like there is an open beta for ETS2 1.48.5
https://blog.scssoft.com/2023/09/1485-m ... -beta.html
https://blog.scssoft.com/2023/09/1485-m ... -beta.html
- markus1725
- PPM
- Posts: 156
- Joined: December 25th, 2021, 9:20 pm
- Location: Frankfurt/Main, Germany
Re: ETS2 & ATS 1.48 News
SCS changed the System Requirements:
https://blog.scssoft.com/2023/09/pc-sys ... pdate.html
https://blog.scssoft.com/2023/09/pc-sys ... pdate.html
Re: ETS2 & ATS 1.48 News
System: Windows 11 PRO
Processor: Intel i7-12700KF 5GHZ
Motherboard: Gigabyte B760 DS3H AX
Memory: Corsair DDR5-6000 32 GB
Storage: Samsung 990 M2 SSD + 2 Samsung 870 SSD
Graphics: Asus GeForce Dual RTX 3060 V2 12GB GDDR6
Re: ETS2 & ATS 1.48 News
These new requirements are still a bit vague...
"Our games will still run on older systems—we don't wish to disappoint our dedicated fans by making their existing hardware obsolete."
Has SCS stated what their new game engine consists of?
If it's DX12 and OpenGL only, then that min spec GTX660 will now have to run in OpenGL mode along with all other DX11 only gpu's.
OR
DX11/DX12/OpenGL?
Is this new game engine actually using cpu instruction sets that are only available from that min spec 4 core cpu up over and therefore any cpu that doesn't have those instruction sets will not run the game at all, regardless of how fast the old cpu maybe. But the above quote suggests not.
OR
It will still run on any multi core cpu and SCS just wanted to specify a higher minimum so any complaints about performance are nullified? This is the easy option as it requires no code changes and so those with high end cpu's will still have lower performance than they might have had if coded with newer instruction sets.
OR
Perhaps they have re-written their game engine to finally utilise more cpu cores... win win for everyone! Although the blog still states having to turn down settings to improve performance, so perhaps not.
"However, we wanted to provide this information now and explain the rationale..."
They could have gave a basic summary of what to expect from the impending update, something like -> better AA (TAA), better lighting for tunnels, multi core cpu support & DX11/DX12/OpenGL support etc. Nothing written in the blog will make players on older hardware happy to start thinking of upgrading, because there's nothing to get excited about, only worse performance is guaranteed.
The main problem with performance with newer map DLC's and rebuilt base game areas are down to too much detail crammed into them, so view point cameras and city intros look amazing...
Those higher details should be marked as 'Ultra2' in the graphics menu, but instead all we can do is turn down the original game graphic settings that uniformly affect the whole game world that results in a game that looks worse than it did 10 years ago (in the non rebuilt areas).
OR
Better way to do it. Each map item/asset has a identifier to indicate whether or not it can be seen from the driving seat, CAM 1. That way a lot of the hidden high detail won't be loaded/displayed when driving via CAM 1 and only then loaded/displayed when switching to any other camera.
But as I only drive around in game version 1.41 (for old hardware/performance reasons) none of the above really matters to me!
We'll see what happens, when it happens...
"Our games will still run on older systems—we don't wish to disappoint our dedicated fans by making their existing hardware obsolete."
Has SCS stated what their new game engine consists of?
If it's DX12 and OpenGL only, then that min spec GTX660 will now have to run in OpenGL mode along with all other DX11 only gpu's.
OR
DX11/DX12/OpenGL?
Is this new game engine actually using cpu instruction sets that are only available from that min spec 4 core cpu up over and therefore any cpu that doesn't have those instruction sets will not run the game at all, regardless of how fast the old cpu maybe. But the above quote suggests not.
OR
It will still run on any multi core cpu and SCS just wanted to specify a higher minimum so any complaints about performance are nullified? This is the easy option as it requires no code changes and so those with high end cpu's will still have lower performance than they might have had if coded with newer instruction sets.
OR
Perhaps they have re-written their game engine to finally utilise more cpu cores... win win for everyone! Although the blog still states having to turn down settings to improve performance, so perhaps not.
"However, we wanted to provide this information now and explain the rationale..."
They could have gave a basic summary of what to expect from the impending update, something like -> better AA (TAA), better lighting for tunnels, multi core cpu support & DX11/DX12/OpenGL support etc. Nothing written in the blog will make players on older hardware happy to start thinking of upgrading, because there's nothing to get excited about, only worse performance is guaranteed.
The main problem with performance with newer map DLC's and rebuilt base game areas are down to too much detail crammed into them, so view point cameras and city intros look amazing...
Those higher details should be marked as 'Ultra2' in the graphics menu, but instead all we can do is turn down the original game graphic settings that uniformly affect the whole game world that results in a game that looks worse than it did 10 years ago (in the non rebuilt areas).
OR
Better way to do it. Each map item/asset has a identifier to indicate whether or not it can be seen from the driving seat, CAM 1. That way a lot of the hidden high detail won't be loaded/displayed when driving via CAM 1 and only then loaded/displayed when switching to any other camera.
But as I only drive around in game version 1.41 (for old hardware/performance reasons) none of the above really matters to me!
We'll see what happens, when it happens...
multimon_config.sii files: viewtopic.php?p=17658#p17658
controls.sii edits: viewtopic.php?p=24744#p24744
TrackIR Driving Enhancements: viewtopic.php?p=46613#p46613
Extra Cameras: viewtopic.php?p=46034#p46034
controls.sii edits: viewtopic.php?p=24744#p24744
TrackIR Driving Enhancements: viewtopic.php?p=46613#p46613
Extra Cameras: viewtopic.php?p=46034#p46034
Re: ETS2 & ATS 1.48 News
SCS:
Technically, these system requirement changes will become relevant with the release of the upcoming 1.48.5 maintenance update.
System: Windows 11 PRO
Processor: Intel i7-12700KF 5GHZ
Motherboard: Gigabyte B760 DS3H AX
Memory: Corsair DDR5-6000 32 GB
Storage: Samsung 990 M2 SSD + 2 Samsung 870 SSD
Graphics: Asus GeForce Dual RTX 3060 V2 12GB GDDR6