This page provides information about built-in multi-monitor setup in 1.17+ version of the game.
Only multimon configurations which are presented to the game as a single big resolution virtual screen are supported. You need to be using either Nvidia Surround or AMD Eyefinity or equivalent depending on your graphics chipset type. When using the game set up with multiple separate views per the instructions below, the driver based bezel correction (the one that your display drivers may offer) should be disabled and the corresponding cvars (game config variables, see bellow) should be used instead to have the game handle the bezel gaps on its own.
The default interior cameras look slightly downwards to make the truck dashboard more visible. While that works well for normal monitor, it looks wrong on side views of multi monitor setup. For that reason it is recommended to set g_interior_camera_zero_pitch to 1 before launching the game to disable this feature without need to modify game data.
The game supports several built-in modes. Those modes are selected using r_multimon_mode cvar. Note that all built in-modes expect at least three monitors and will actually enabled only when the resolution has aspect ratio of at least 2.5:1.
Following modes are supported:
The visualization in modes 2 and 3 can be further controlled by following cvars:
This mode allows bigger flexibility over the setup for 1-4 monitors. It is enabled by setting r_multimon_mode cvar to 4. Note that unlike the predefined modes, this mode can be enabled regardless of the aspect ratio of the display. In this mode the game takes the configuration from \Documents\<game name>\multimon_config.sii. If the file does not exist, it is created the first time the game starts in this mode. You can either edit the file manually or use in-game multimon command to do most adjustments on the fly. Note that when using the multimon command, care must be taken to explicitly save the result before exiting the game or changing settings using the game options screen as the changes would be lost in that case.
Position of the UI and monitors in the virtual display created by driver is specified using normalized coordinates where [0,0] corresponds to left bottom corner and [1,1] corresponds to top right corner. Entire monitor or UI must fit inside the [0;1] range or the behavior is undefined.
While the multimon command allows dynamic changes of the size of the monitor views at runtime, increasing the size can not increase the maximal effective rendering resolution beyond the resolution used by the biggest view the game started with. In that case the changed view will have proper size however its content might look blurry. To fix it, restart the game or temporarily change (and apply) vsync settings in display options after saving the configuration first using multimon save.
The following commands are supported:
Syntax: multimon init <setup_name>
Example: multimon init three
This command initializes the runtime configuration using one from predefined setups. Following setups are supported:
When initializing using three or three_with_dash, the state of corresponding tweaking cvars at the moment of the initialization is applied to the runtime configuration. This can be used to do basic setup using the cvars in predefined mode and use the custom mode to only tweak the result.
Syntax: multimon reload
Example: multimon reload
Replaces the runtime configuration using a content of multimon_config.sii
Syntax: multimon save
Example: multimon save
Saves the current runtime configuration to multimon_config.sii. This MUST be used for the changes to persist restart of the game or change of display settings.
Syntax: multimon add <name> <x> <y> <width> <height>
Example: multimon add left 0.25 0 0.5 1
Defines monitor in specified area of output resolution and associates it with specified name. Note that name ui is reserved for special use.
Syntax: multimon remove <name>
>
Example: multimon remove left
Removes monitor associated with specified name.
Syntax: multimon make_primary <name>
Example: multimon make_primary center
Marks specified monitor as primary. This should likely be the monitor in the center of the view.
Syntax: multimon list
Example: multimon list
List names of all defined monitors
Syntax: multimon set <name> <attribute> <value>
Example: multimon set left horizontal_fov_override 60
Sets specified attribute for specified monitor. Special monitor name ui allows changes of position of the ui itself.
Syntax: multimon get <name> [<attribute_prefix>]
Example: multimon get left normalized_
Prints values of all attributes of specified monitor whose name begins with specified prefix. As with set ui provides access to the ui itself.