Showing posts with label Truck. Show all posts
Showing posts with label Truck. Show all posts

Friday, July 24, 2026

Under the Hood: Improved Material System

In the 1.60 update, we have introduced the Improved Material System for selected trucks for both Euro Truck Simulator 2 and American Truck Simulator. And today, we bring you a look behind the scenes at how this feature came to life!

The two main people working on this feature are our colleagues Daniel and Martin, who were and still are implementing the system for trucks in both games, and also for cars in the upcoming Road Trip project for American Truck Simulator.

Daniel - Vehicle Technical Leader

"I've been working at SCS Software for over thirteen years. I started as a 3D Generalist, then worked as a 3D Vehicle Artist and Vehicle Team Lead. Today, my role is the Vehicle Technical Leader.

My work bridges the gap between the graphical and technical aspects of development. I collaborate with programmers to implement vehicle features into the engine, while also helping artists establish efficient workflows. I also design new tools and technical improvements.

My task on the improved material system was to identify the problem, propose a solution, and collaborate with programmers on its implementation into the engine. Next, we needed to set up a practical workflow for the vehicle team so that the system could be used consistently across other vehicles. The programmers created the necessary support in the engine and shaders. The graphic designers then converted and fine-tuned the materials for specific trucks."

Martin - Senior 3D Graphic Designer

"I work as a Senior 3D Graphic Designer specializing in vehicles. I also worked as Head of Content for the Road Trip project. I participated in selecting the vehicles and their specific variants, handled research and pre-production, provided expert consultation, and subsequently worked on the actual creation of the vehicles. I also helped Dan fine-tune changes to the material system.

Cars have been a long-standing passion of mine, especially sports cars and classic cars - particularly American ones. Thanks to this, I was able to bring my own experience and knowledge of American automotive culture, history, and the technical development of individual models to the project.

My main task was the 1967 Ford Mustang and everything related to its visual and content preparation. I was involved in selecting the specific car and its variant, conducting research, gathering references, consulting during data collection, and the actual creation of the model and materials.

During the development of the new material system, I prepared and fine-tuned the individual surfaces on the Mustang. Together with Dan, we used this car to verify how the new technical solution behaved in practice and which values provided the most accurate results."

How did this project start?

"Development began while we were working on the Road Trip project. The interiors of passenger cars are smaller and darker than those of trucks, so the shortcomings of the original system were more noticeable in them.

Aside from direct light, the original system had no way to render light within the interiors. In the real world, a large portion of the visuals consists of so-called indirect, or reflected light (GI). However, the game did not work with this concept at all and was not designed for it. We knew we needed to change this somehow.

The second problem was that the interiors of the trucks contain many different materials, such as fabric, leather, plastic, painted surfaces, metal, and glass. The original system was unable to render them accurately, especially under indirect lighting; everything looked very flat.

"Road Trip provided us with a suitable, isolated environment for development and testing. From the start, however, we designed the system so that it could also be used for trucks," says Daniel.

What did you have to do before actually starting to implement the improved system?

"We needed to map out the actual vehicles and the materials used in their interior in detail through extensive research. I studied magazines, photographs, available documentation, and individual trim levels. While gathering data, we had the opportunity to see the specific car in person, speak with its owner, and document its construction and appearance in detail.

It wasn't enough to simply determine that a certain part of the interior was made of, for example, plastic, leather, or metal. We also had to examine the surface texture, the degree of gloss, the way the material reflects light, its wear and tear, the color shade, and the differences between individual parts.

This research laid the foundation upon which we could later assess whether the materials in the game corresponded to the actual vehicle," Martin told us.

"We also had to decide which direction to take. One of the key requirements was maintaining performance, so we looked for approaches that didn't require complex computational operations and sought techniques that would achieve good results with minimal changes to computational complexity. I believe the result of our efforts is a noticeable improvement in graphics with minimal impact on performance," Daniel shared with us.

How did the process of bringing the new system into the game look?

"We needed to implement changes to the engine regarding how the game loads and handles reflective textures. A reflective texture is essentially a cube where each face shows a reflection in a different direction relative to the player. Using it is significantly more efficient than calculating actual light reflections using ray tracing. We made several changes to the code to gain direct access to individual mipmaps. A mipmap is a scaled-down copy of the original image, typically used when a textured object is farther away from the player to eliminate unappealing texture aliasing. In our specific case, however, a lower resolution automatically results in a softer reflection, which can be used for materials that do not have a 100% glossy surface but rather a physically rougher surface, causing the reflection on the material to be more diffuse.

This way, we created several different levels of reflection smoothness, ranging from perfectly glossy surfaces like chrome, through smoother reflections such as those found on leather seat materials, to rough, nearly non-reflective materials like fabrics, where one side of the reflection cube is only 2x2px. In our case, it replaces the Iradience map, which means it primarily serves to project the surrounding light palette onto the given material (color cast). The game was already calculating the mipmaps themselves, which means this change costs us practically nothing in terms of performance - and that is the main reason we decided to use this approach.

Along with the material changes, we also needed to rebalance the contrast and lighting throughout the game to eliminate extremely dark areas and achieve a more realistic sense of lighting.

Unlike the original solution, where reflective textures were used only for highly reflective materials, particularly metals, the revised system applies a reflective texture to every single material in the vehicle's interior. However, they differ in how strongly the reflection is visible in the final image and in the softness of the reflection applied. This ensures that even less reflective materials - especially plastics - convey a sense of reflected light, color cast, and improved contrast, particularly in shaded areas of the interior. Players will now notice that the entire interior actually reacts to the truck's surroundings; for example, when driving past trees, the part of the interior near the windows takes on a subtle green tint. This makes the game feel much more realistic than before, even without the computationally expensive global illumination (GI) calculation.

Once the technology was ready, we needed to determine how to adjust the individual materials under the new conditions. Since each material now includes a reflective component, we had to completely rebalance all the settings for each material. To ensure that existing textures would function correctly with the new settings, we also had to rebalance their color and specular components to the standard values we had established during our extensive testing.

The final step for system-wide deployment was to create a material library so that we wouldn't have to configure each material type separately for every vehicle," Daniel explains.

What were the biggest challenges in implementing the system?

"The biggest challenge was the diversity of the vehicles. The individual trucks were created at different times and used different source data, textures, and rendering methods. There is no single conversion that works for all trucks. Each completed interior has its own structure and requires a customized approach," says Daniel.

"Also, the individual properties of materials influence one another. Changing the reflectance or roughness might improve the appearance of one surface, but at the same time cause the material to behave poorly in a different lighting situation. Or a material that looked right in direct daylight might be too shiny in a dark interior or react unnaturally while driving at night. It was therefore necessary to constantly strike a balance between realism, visibility, and consistent behavior. The goal was not to make all surfaces more prominent or shinier, but to accurately capture the differences between them.

We reworked many of these steps several times during development. However, the result was not just materials for one specific car, but also experience and guidelines that will significantly facilitate work on future vehicles.

The process wasn't straightforward. It wasn't enough to simply set a few parameters according to a pre-prepared table. We had to figure out many of the values ourselves, and together with Dan, we tested them repeatedly right in the game," Martin added.

How did you manage to do the changes without affecting performance?

"Our players use a wide range of hardware. We didn't want to create visual enhancements that would significantly reduce the game's performance or even make the game unplayable for some players. Therefore, the system is not based on a new, resource-intensive lighting simulation. It extends the existing rendering pipeline and utilizes already available data more efficiently.

Performance was continuously profiled during development. The goal was to achieve a visible improvement with minimal impact on the graphics card and memory. Furthermore, the system is configured to function with a certain trade-off even when set to medium or low - in such cases, while reflections are not rendered in real time and some benefits, such as realistic color cast from the vehicle's surroundings, are lost, the materials themselves still look realistic and can be distinguished from one another," says Daniel.

So far, we've implemented the improved material system on four trucks across ETS2 and ATS. Rather than making the community wait until every truck has been updated, we'll continue rolling out the improved material system for other trucks gradually, allowing you to enjoy the improvements on some vehicles already while we complete the rest. As Daniel explains here:

"Each truck requires individual adjustments, a visual inspection, and testing of all variants in daylight, at night, in the rain, and in cloudy weather. Therefore, it was not possible to update the entire fleet at once. This smaller initial group will allow us to verify the entire production process, maintain quality, and gather feedback from players."

We hope you have enjoyed this in-depth look at how we work on the improved material system. Make sure to also add the Ford Car Pack and the RAM & Dodge Car Pack to your Steam wishlist, so you can enjoy this feature on cars when we release them.

Don't forget to give our X/Twitter, Instagram, Facebook, Bluesky, TikTok, and YouTube a follow, as you'll receive updates about our games straight to your feed! Or subscribe to our newsletter to stay informed. Until next time, safe travels!

Wednesday, May 13, 2026

ATS Volvo VNL 2025 + Volvo VNR Electric Release

Today, we’re excited to bring not one, but two new additions to American Truck Simulator! Whether you prefer the power and comfort of long-haul trucking or the cutting-edge innovation of electric mobility, this update delivers something special for every kind of driver. Introducing the all-new 2025 Volvo VNL and Volvo VNR Electric!

From refined aerodynamics and driver-focused interiors to sustainable, zero-emission technology, both vehicles showcase Volvo’s commitment to innovation and performance. Let’s take a closer look at what each of these incredible trucks has to offer.


Volvo VNL 2025

The all-new Volvo VNL arrives in American Truck Simulator as a step forward in long-haul trucking. Designed with efficiency, comfort, and modern styling in mind, this truck is built to conquer the open road.

Players will immediately notice the redesigned exterior, featuring smoother lines and improved aerodynamics. Every detail has been carefully crafted, making it a perfect companion for those long interstate journeys.

Inside the cabin, the VNL focuses on ergonomics and accessibility, with a fully digital dashboard and thoughtfully placed controls ensuring maximum comfort during extended trips.

A wide range of customization options is also available, including chassis configurations, paint jobs, accessories, and much more. This also includes a special paint job for the SCS box trailer.

Under the hood, players can select from a variety of powerful engine options paired with smooth transmissions, delivering the performance and reliability expected from a modern long-haul truck.

Volvo VNR Electric

Alongside the VNL, we’re proud to introduce the Volvo VNR Electric, bringing the first electric truck to American Truck Simulator. While the VNL is a full-size truck that you can own, customize, and expand your fleet with, the VNR Electric is available exclusively through Quick Jobs, giving players a chance to experience electric trucking in a curated way.

This truck represents a modern era of transportation, designed primarily for urban and regional distribution. Its fully electric powertrain delivers smooth, quiet operation, offering a completely different driving experience compared to traditional trucks.


Visually, the VNR Electric stands out with its modern, clean design and distinctive lighting elements. The interior reflects the same philosophy, offering a sleek and functional workspace tailored for urban operations.

We’re incredibly excited to see you hit the road with both the Volvo VNL and the Volvo VNR Electric. Whether you’re hauling across states or navigating city streets, these trucks open up new experiences in American Truck Simulator.

We look forward to your feedback, screenshots, and stories from the road!

Until then, be sure to stay connected with us on our social media channels on X/TwitterFacebookBlueSkyYouTube, and Instagram, and by subscribing to our newsletter so you don’t miss any future updates! Stay safe and happy haulin'!

Tuesday, April 28, 2026

New Truck Spotted in ATS!

Lately, there’s been quite a bit of chatter echoing across the highways of American Truck Simulator. From truck stops to weigh stations, drivers have been exchanging stories about a certain unfamiliar rig cruising the open road. Naturally, this caught our attention!

This mysterious machine hasn’t made things easy for those trying to get a closer look. With its smooth ride and surprisingly quiet presence, it seems to come and go before anyone can properly study it. The image we’ve seen so far leaves plenty of questions unanswered, but also sparks a lot of excitement.

What we’re seeing here is a truck that keeps its secrets well. Its modern design and refined presence hint at something built with both performance and driver comfort in mind. However, details remain limited, and no one has managed to get a closer, clearer look… yet.

Reports suggest that this mysterious newcomer could be a strong contender for both long-haul journeys and regional routes alike, offering versatility for all kinds of jobs across the vast American landscape. Beyond that, though, we’ll leave the speculation up to you.

Do you think you know what it might be?

We’ll be sharing more information when the time is right. Be sure to stay connected with us on our social media channels on X/TwitterFacebookBlueSkyYouTube, and Instagram, and by subscribing to our newsletter so you don’t miss any future updates! Until next time, happy haulin'!


Saturday, December 21, 2024

SCS On The Road: IVECO S-Way Walkaround

Last week, we released the IVECO S-Way for Euro Truck Simulator 2. Now, we bring you a fresh SCS On The Road episode where we show you this truck in real life!

We had the pleasure of visiting IVECO earlier this year where we filmed this episode for our #BestCommunityEver. The host of today's episode is Oscar, who interviewed Federico Giovanetti, Senior Product Manager, and Fabio Avidano, Product Manager at IVECO. Federico and Fabio shared everything there is to know about the stunning S-Way, and we're incredibly grateful to them and the entire IVECO team for their fantastic collaboration. Thanks to their support, we were able to bring this wonderful truck to our game and record this episode for you. Now, without further ado, let's watch it together!

We hope you have enjoyed this episode! Make sure to stay tuned for more updates by following us on our TwitterFacebookInstagram, and YouTube. Don't forget to also follow our friends from IVECO on their Facebook or Instagram.

Tuesday, December 17, 2024

Volvo FH Series 6 Release and More!

Today, we are very excited to announce the official arrival of the Volvo FH Series 6 into Euro Truck Simulator 2! As a special holiday treat, we're also introducing its predecessor, the Volvo FH Series 5. A huge thanks go to our partners at Volvo Trucks for their invaluable support in bringing these exceptional trucks to the game!

Volvo FH Series 6

Now let's take a look at what the Volvo FH Series 6 has to offer! It is the perfect long-haul & heavy transport truck, shaped and powered for extended productivity. Its aerodynamic design combined with powerful engines enhances performance while optimizing fuel efficiency.

This truck is available in four cabin variants: Sleeper, Globetrotter, Globetrotter XL, and Globetrotter XXL. All of these are also available in the Aero variant as well. This gives you a total of eight cabin options! Truckers can also choose from seven engine options, ranging from 420 to 780 HP, and select from seven chassis configurations, including 4x2, 6x2, 6x4, and 8x4.

The Volvo FH Series 6 offers plenty of customization options, including various front grilles, bumpers, and more. It also comes with a wide selection of pre-configured factory colours. Additionally, you can choose between the digital Camera Mirror System or traditional standard mirrors. The interior features four trims – FH16, FH Dynamic, FH Progressive, and FH Robust – with various seat designs matching the trims to choose from.

We would like to thank Volvo Trucks for their trust and the incredible effort they put into this amazing collaboration. We truly appreciate the close cooperation, which enabled us to bring this all-new truck into the game shortly after its real-world reveal. It's been an honour to work together on this exciting project!

Giveaway

To mark the special occasion of releasing this highly requested truck, we are also hosting a special giveaway on social media for some very exclusive Volvo merchandise! If you want to take part, just take a screenshot from Euro Truck Simulator 2 of your new Volvo FH Series 6 truck on your favourite spot in the game and share it with us on X/Twitter, Bluesky, or Instagram using the #VolvoFH6ETS2 hashtag.

Volvo FH Series 5

As we mentioned before, we are also releasing the Volvo FH Series 5! It is the ideal truck for long-haul or regional-haul assignments. The aerodynamically designed cab for effortless cruising at high speed helps conserve energy and provides a clear view for the driver.

This advanced truck is available in three cabin types: Sleeper, Globetrotter, and Globetrotter XL. Truckers can choose from seven different chassis configurations (4x2, 6x2, 6x4 and 8x4) and a range of seven engines, offering power outputs ranging from 420 to 750 HP.

Additionally, the Volvo FH Series 5 offers a variety of customizable features, allowing you to personalize your truck. Choose from an extensive selection of front grilles, bumpers, and more! It also comes with a wide selection of pre-configured factory colours.  The interior is available in four trims – Dynamic, Progressive, FH16, and Robust – and can be tailored with various seat designs matching the trims and more to suit your preferences.

We hope you are excited to drive these state-of-the-art trucks on the European roads! Remember to stay tuned for more Euro Truck Simulator 2 updates by following us on our X/TwitterFacebookInstagram, Bluesky and YouTube. Don't forget to also follow our friends from Volvo Trucks on their Facebook, X/Twitter, or Instagram.