The primary goal for ETS2 VR optimization is Frame Timing Stability. The engine’s default method for calculating the “Average Window” often creates a desync between the game world and your headset’s refresh rate. This configuration focuses on forcing the engine to ignore long-term frame averaging and maximizing the buffer size to handle the heavy asset streaming required for 2026’s detailed truck interiors.
File Path
The configuration file is located in your Windows Documents folder:
C:\Users\[YourName]\Documents\Euro Truck Simulator 2\config.cfg
Technical Configuration (The 2026 “VR-Smooth” Template)
Open config.cfg with Notepad and modify these specific uset lines. These are the “hidden” keys that govern how the game communicates with OpenVR/Oculus SDKs:
# ETS2 VR Sync Optimization - GameEngineer.net
uset r_buffer_page_size "50"
uset t_averaging_window_duration "0"
uset t_averaging_window_length "0"
uset r_manual_stereo_buffer_scale "1.3"
uset o_oculus_mirror_mode "0"
uset r_deferred_limit_light_index "-1"
uset g_menu_aa_limit "0"
Parameter Breakdown:
- t_averaging_window_length “0”: Setting this to
0(or1) is the #1 fix for “rubber-banding” in VR. It forces the game to use the current frame’s timing rather than an average of the last 20–100 frames, eliminating the “speed up/slow down” effect during head movement. - r_buffer_page_size “50”: Increases the size of the data blocks sent to the GPU. For VR, where you are rendering two viewpoints, the default
10or20often causes micro-stuttering during city driving. - r_manual_stereo_buffer_scale “1.3”: This is your VR Supersampling. Values above
1.4are extremely demanding even for 2026 hardware. Keeping it at1.2or1.3provides a sharp dashboard without killing your FPS. Note: Ensure your in-game “Scaling” is set to 100% when using this. - o_oculus_mirror_mode “0”: Disables the monitor preview mirror. This saves a small amount of VRAM and GPU cycles, which is critical for maintaining the high refresh rates (90Hz/120Hz) needed for VR comfort.
Strategy for 2026 VR Mastery
- The “F11” Reset: If the game appears on your monitor but not in your headset, press F11. This toggles the rendering between the 2D window and the HMD.
- OpenXR vs. OpenVR: In 2026, the
-openxrlaunch option is generally more stable than-openvr. Right-click ETS2 in Steam > Properties > Launch Options and enter-openxr(or-oculusif using a Meta Quest). - Disable In-Game AA: The engine’s built-in Anti-Aliasing (SMAA/TAA) often causes extreme ghosting in VR mirrors. Disable AA in the game settings and rely on the
r_manual_stereo_buffer_scalefor clarity. - Refresh Rate Matching: If your headset is set to 90Hz, try to maintain exactly 90 FPS or exactly 45 FPS (reprojection). If the game fluctuates between 70 and 90, you will feel sick. Using ASW (Asynchronous SpaceWarp) at a locked 45 FPS is often smoother than an unstable 90.
Key Performance Parameters
| Parameter | Recommended Value | Impact |
| Mirror Quality | Medium | High/Ultra mirrors can drop VR FPS by 40%. |
| SSAO | Disabled | Ambient Occlusion creates a “halo” effect around your hands in VR. |
| Scaling | 100% | Always keep at 100% and use buffer_scale instead. |
| Grass Density | Low | Reduces CPU spikes in rural areas. |
Frequently Asked Questions (FAQ)
Why do the mirrors look so blurry?
VR mirrors are rendered at a lower resolution by default to save performance. You can increase uset r_mirror_view_distance to 200 and uset r_mirror_resolution to 1 in the config, but be prepared for a significant FPS hit.
If the menu is too close or too far in VR, you can reset your position by pressing the F12 (or your designated “Reset Head Position” key). You can also adjust uset r_manual_stereo_ui_yaw_game to move the HUD.
Is DX12 better for VR in 2026?
While SCS is transitioning to DX12, the VR branch is often more stable on DX11 for now. If you experience crashes with -dx12, revert your launch options to -dx11.
My FPS is high, but I still see “stutter.”
This is often caused by Windows “Game Mode” or “Hardware-Accelerated GPU Scheduling” (HAGS). Try disabling HAGS in Windows Display settings, as it can interfere with VR frame timing in older engines like Enfusion/SCS.
Conclusion and Expected Results
By setting t_averaging_window_length to 0 and increasing the buffer_page_size, you are correcting the “rubber-banding” that has plagued ETS2 VR for years. You can expect a perfectly synced head-tracking experience, smoother driving in heavy traffic, and significantly reduced motion sickness during long hauls.