Interactive 360° VR Euro Truck Simulator 2

Stan
Posts: 29
Joined: 25 Sep 2022 20:02

Interactive 360° VR Euro Truck Simulator 2

#1 Post by Stan » 02 May 2024 14:57

Hey, Stan here. :)

Since everybody is posting their videos here, I thought that I'll give it a try too. I'm not really a content creator - just trying new things out and experimenting with new technologies.

I created some 180° VR videos in the past, but this time it will be a 360° VR video. I actually didn't found any 360° VR videos on YouTube related to Euro Truck Simulator 2, so it's probably the first one. You don't need expensive VR equipment to watch it. Your smartphone and cheap or self-made "VR goggles" can be used to look around in the truck cabin during the playback. But you can also just use your mouse cursor to rotate the camera in a web browser.

🚛 Happy Haulin'
Stan
Posts: 29
Joined: 25 Sep 2022 20:02

Re: Interactive 360° VR Euro Truck Simulator 2

#2 Post by Stan » 17 Oct 2025 22:48

Spooky Halloween 2025 Event Tour

These fictional maps are too good to be available only during events! 🤩 You should keep at least one portal permanently open, so we can visit them any time. Hopefully we can drive to the Winterland map this year again too.

Stan
Posts: 29
Joined: 25 Sep 2022 20:02

Re: Interactive 360° VR Euro Truck Simulator 2

#3 Post by Stan » 06 Dec 2025 19:39

In VR through beautiful Norway in Nordic Horzions DLC

Put your VR googles on, activate stereoscopy mode on your phone and enjoy a two hours long chilling 360 degree interactive video of driving through the incredibly beautiful landscape in Norway of the new Nordic Horizons DLC.

beauriz
Posts: 1
Joined: 14 Jan 2026 12:43

Re: Interactive 360° VR Euro Truck Simulator 2

#4 Post by beauriz » 15 Jan 2026 20:04

Hi Stan,
Very cool that you managed to record in 360°! Could you maybe share which software or tools you use? I would be very thankful : )
Stan
Posts: 29
Joined: 25 Sep 2022 20:02

Tutorial: How to record 360° VR videos in Euro Truck Simulator 2

#5 Post by Stan » 16 Jan 2026 13:58

I am primarily using SCS Soft's Multi-Monitor Feature of the game with the following changes in the config.cfg file:

Code: Select all

uset r_multimon_fov_vertical "90"
uset r_multimon_fov_horizontal "120"
uset r_multimon_mode "2"
uset r_mode_height "1080"
uset r_mode_width "5760"
Mode is 2, which is splitting the display in 3 virtual displays. Important is to set "r_multimon_fov_horizontal" to 120 degrees FOV, so three monitors will cover the entire 360 degrees (3*120 = 360). Set "r_multimon_fov_vertical" to 90 degrees. Width and height depends on your monitor setup. The Multi-Monitor feature doesn't work with separate monitors directly - You have to use NVidia Surround or AMD Eyefinity to combine your monitors into one big screen, so your OS sees it as one screen only. Use 1-to-3 topology. Note that it will use the resolution of the "weakest" screen. So if you have (for example) two 2560x1440 screens with 120 Hz and one 1920x1080 screen with 60 Hz, you'll get only 5760x1080 @ 60 Hz as the final resolution (like in my unfortunate case - I need to replace my "weak" monitor 😅). So the final resolution always depends on the "weakest" monitor.

I would recommend to record the game with OBS. After recording, you can edit your recoding with any video software you want (I use DaVinci Resolve Studio and encode with h.265 / HEVC). Important: While there are no specific requirements for the video, the final aspect ratio must be 2:1. So if you recorded, for example, in 5760x1080, you have to add black bars at the top and bottom (which is what you see in my footage). So 5760x1080 becomes 5760x2880.

To make YouTube automatically detect your video as a 360 degree VR video, you have to inject some metadata to your video. You can use Google's Spatial Media Metadata Injector app, which you can find and download here: https://github.com/google/spatial-media/releases. It's available for Windows and Mac. Select your video and just leave all options as-is. Before uploading to YouTube, you can test your VR video locally with Windows 11 "Movies & TV" / "Films & TV" app or the VLC player, which also supports VR videos. After YouTube has transcoded your video completely, you'll be able to interact with it in your browser.

Good luck. 😁 If you have any questions, just ask.
Stan
Posts: 29
Joined: 25 Sep 2022 20:02

Re: Interactive 360° VR Euro Truck Simulator 2

#6 Post by Stan » 16 Jan 2026 14:17

Just as a side note: My setup is not perfect, however. Where the 3 "views" intersect with each other, I get weird vertical distortions the further away the image goes from the center of the view (especially at the top and bottom). I tried to hide these distortions by rotating the camera in a way, which makes them a little bit less visible (for example behind the mirrors). I think that's because how the game renders high FOV, I am not sure. I tried to fix it with the bezel correction, but without much luck.

Maybe someone from SCS Soft will someday read this and could help. I am not really sure if this is my fault or if the game simply wasn't designed to render 360 views (the multi-mon feature seems to have been designed for very wide views, but maybe not for 360 degrees).
Stan
Posts: 29
Joined: 25 Sep 2022 20:02

Re: Interactive 360° VR Euro Truck Simulator 2

#7 Post by Stan » 23 Mar 2026 16:05

360° VR in Euro Truck Simulator 2 (Perspective Fix)



I was finally able to fix the the incorrect rectilinear (perspective) projection of the game, which was visible as vertical distortions between the "views". The video is now accurately using equirectangular projection without any distortions. The only disadvantage is that the black "unrecorded area" at the top and bottom is now a triangle instead of a circle and one of its "spikes" is sticking out of the left window a bit (the other spikes are luckely kind off invisible inside the truck's dark cabin). This is the result of missing pixel data - the footage records 360 degrees horizontally, but only ~90 degrees vertically and unfortunatelly this is probably not fixable after recording. Still, I think this looks better than the distorted rectilinear projection used in the previous videos.

Before: [ external image ]
Afterwards: [ external image ]
truckermudgeon
Posts: 156
Joined: 21 Feb 2023 01:52
Location: USA

Re: Interactive 360° VR Euro Truck Simulator 2

#8 Post by truckermudgeon » 23 Mar 2026 16:40

Hey @Stan , very cool! I'm also interested in 360° captures, and was wondering:
I was finally able to fix the the incorrect rectilinear (perspective) projection of the game
How did you end up doing this? Through post-processing of the videos captured from the game, or were there some game config settings you ended up changing?
Stan
Posts: 29
Joined: 25 Sep 2022 20:02

Re: Interactive 360° VR Euro Truck Simulator 2

#9 Post by Stan » 23 Mar 2026 18:14

Hi @truckermudgeon.

Yes, I added a second step in the processing pipeline, which uses FFmpeg to transform the projection. Unfortunately the game engine doesn't seem to support different projection types. After recording the footage in OBS and editing it in DaVinci Resolve (export it with a high bitrate or in a lossless codec, like FFV1, since the output will now be an intermediate file and we don't want to loose too much information through re-encoding), I used the "v360" filter in FFmpeg to transform each "view" (monitor) in the video from rectilinear to equirectangular projection, using only one command:

Code: Select all

ffmpeg -i input.mp4 -filter_complex "[0:v]split=3[a][b][c];[a]crop=2560:1440:0:0,drawbox=x=0:y=0:w=1:h=1:color=black:t=fill,v360=flat:equirect:ih_fov=120:iv_fov=88.5:yaw=120:pitch=0:roll=0:w=7680:h=3840,crop=2560:3840:0:0[ll];[b]crop=2560:1440:2560:0,drawbox=x=0:y=0:w=1:h=1:color=black:t=fill,v360=flat:equirect:ih_fov=120:iv_fov=88.5:yaw=0:pitch=0:roll=0:w=7680:h=3840,crop=2560:3840:2560:0[ce];[c]crop=2560:1440:5120:0,drawbox=x=0:y=0:w=1:h=1:color=black:t=fill,v360=flat:equirect:ih_fov=120:iv_fov=88.5:yaw=-120:pitch=0:roll=0:w=7680:h=3840,crop=2560:3840:5120:0[rl];[ll][ce][rl]hstack=inputs=3[out]" -map "[out]" -map 0:a? -c:v hevc_nvenc -rc vbr -cq 14 -preset p6 output_360.mp4
So I basically recorded in 7680x1440 with 3 monitors (each 2560x1440), which have been combined with NVIDIA Surround to one virtual monitor. 120° degrees FOV for horizontal resolution per view (360° in total) and 90° vertically in multimon setup in ETS 2. FFmpeg is instructed to basically go through each frame of the input video, split it up into 3 "views" (each 2560x1440 in my case) and morph the projection for each view. The result is placed back at the same positions and written to the final output file. I then use Google's tool to inject the meta data and upload the video to YouTube, which automatically detects it as 360° video.

Some more explanations regarding the above command:
  • The "v360" filter in FFmpeg unfortunatelly seems to work only on the CPU. So the projection morphing is done on the CPU, which is relatively slow (for this video, it took more than 5 hours to render 42 mins of video with 7680x3840 @ 60 fps as final output). In the command above I am telling FFmpeg to use my GPU to do the encoding (with H.265 / HEVC codec) with "-c:v hevc_nvenc -rc vbr -cq 14 -preset p6". The "-preset" parameter just specifies the compression efficiency, but doesn't change the bitrate. "-cq" specifies the bitrate. Usually 18 to 24 is fine. I went with 14 (the lower the better quality, but takes longer to encode) to preserve more information, since YouTube is always re-encoding everything again. If you prefer doing everything on the CPU, replace "-c:v hevc_nvenc -rc vbr -cq 14 -preset p6" with "-c:v libx265 -crf 22 -preset fast", which will use the software encoder on the CPU instead.
  • The v360 filter morphs the view into an oval-like shape, which means that there will be a background with "new" pixels now. Unfortunatelly, the filter doesn't seem to have an option to set the background color for these pixels (or I didn't found it), which results in a weirdly flickering background. Here is a frame demonstrating it: [ external image ]. After testing around for a while, I realized that the background colors seems to be taken from the top left most pixel of each view (in the center view you can see that the background color is light blue, which comes from the sky color in the game). The solution is simple: Set the top left most pixel for each view always to black (a single pixel won't really be visible later). Luckely, we can tell FFmpeg to do that in the same command by using "drawbox" with a size of 1x1 and black as background color. Basically something like this: [ external image ] (the pixel here is obviously bigger for demonstration purposes :P). This tricks the filter to take this one pixel and use it as the background color. The result: [ external image ]
If you want to test it with only a small portion of your video, you can use the parameters "-ss" (begin) and "-t" (duration) in the command. For example: "-ss 00:00:30 -t 00:00:15" begins at 30 seconds and processes 15 seconds from there.

Note: If you add overlays, like intro / outro / text, do it before morphing the projection in FFmpeg. After FFmpeg changed the projection, your overlays will look distorted, like this: [ external image ]. This is correct, so do not try to manually fix it. YouTube later displays the video as a sphere (equirectangular projection), so all distortions basically cancel out again and straight lines appear straight again: [ external image ].
truckermudgeon
Posts: 156
Joined: 21 Feb 2023 01:52
Location: USA

Re: Interactive 360° VR Euro Truck Simulator 2

#10 Post by truckermudgeon » 23 Mar 2026 19:18

Wow, thank you for the very detailed answer! FFmpeg can truly do everything :lol:

I had been creating panorama stills for my project using the GUI tool Autopano Giga, but knowing I can do the equivalent in the commandline is a huge relief (and will save me much time in the future).

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