The key to a high-end sim rig is setting r_multimon_mode to 4. This unlocks the separate multimon_config.sii file, which allows you to define each monitor’s exact FOV, heading offset, and physical angle.
File Path
The configuration file is located in the root of your ETS2 documents folder.
%USERPROFILE%\Documents\Euro Truck Simulator 2\config.cfg
Technical Note: Before editing, ensure your GPU is set to a “Virtual Resolution” (NVIDIA Surround or AMD Eyefinity) that covers all screens. For three 1080p monitors, this would be 5760×1080.
Optimized “Triple Screen” Configuration Block
Search for these specific lines in your config.cfg. This configuration targets frame-time stability across the massive pixel count of a multi-monitor setup.
| Parameter | Recommended Value | Technical Purpose |
r_multimon_mode | 4 | Custom Mode. Allows for individual monitor correction in multimon_config.sii. |
r_buffer_page_size | 30 | Anti-Stutter. Increases memory pool for asset streaming; critical for high-res. |
g_menu_aa_limit | 0 | Disables AA in menus to save resources for the 3D world. |
r_sun_shadow_texture_size | 4096 | High-res shadows for clear interior/dash silhouettes across screens. |
uset r_deferred_mirrors | 1 | Optimized mirror rendering for 2026’s DX11/12 hybrid builds. |
# Edit these lines in config.cfg
uset r_multimon_mode "4"
uset r_buffer_page_size "30"
uset r_mode_width "5760" # Set to your total combined width
uset r_mode_height "1080" # Set to your native monitor height
uset r_fullscreen "1"
uset g_bloom "0" # Bloom can look "smeary" on wide setups
uset r_nv_surround "1" # If using NVIDIA Surround
HowTo: Engineering the Perfect Monitor Alignment
Follow these GameEngineer.net steps to eliminate the “warped” look on your side monitors:
- Generate the Multimon Config: After setting
r_multimon_modeto 4, launch and exit the game. A new file namedmultimon_config.siiwill appear in the same folder. - Angle Correction: In
multimon_config.sii, look for theheading_offsetvalue for your side monitors. If your monitors are angled at 45°, set the left monitor to45.0and the right to-45.0. - Bezel Correction: To stop the image from skipping over your monitor frames, adjust
horizontal_fov_relative_offset. A value of0.03is a good starting point for 10mm bezels. - The “UI” Fix: By default, the game UI (GPS, Menu) will stretch across all three screens. In
multimon_config.sii, setnormalized_ui_widthto0.333to force the UI onto only the center monitor. - Scaling Balance: On triple-monitor setups, do not exceed 200% Scaling. Rendering 5760×1080 at 400% scaling is equivalent to rendering 16K resolution, which will crush even a RTX 4090/5090. Use TAA (introduced in modern 1.50+ versions) for smoothness instead.
Technical Explanation: Multimon Mode 2 vs. Mode 4
While r_multimon_mode "2" is a quick triple-screen setup, it uses a fixed logic that assumes your monitors are flat. Mode 4 is the “Engineer’s Choice” because it treats each monitor as a separate camera projection ($C_1, C_2, C_3$).
This means the engine calculates the perspective projection matrix for each screen individually based on your specified angles. This removes the “stretching” on the outer edges of your vision. When combined with r_buffer_page_size "30", the engine allocates more “scratchpad” RAM to store the vertex data for these three separate views, reducing the micro-stuttering that occurs when driving into high-density assets like the Port of Rotterdam or London.