1. American Truck Simulator
  2. News

American Truck Simulator News

American Truck Simulator 1.38 Release

With Idaho's release just around the corner and with lots of testing, feedback, fixing and fine-tuning, we are excited to announce the arrival of update the 1.38 for American Truck Simulator!



We'd like to thank all those who took part in your bug reports, opinions, and general feedback. We hope you can now begin to fully enjoy the various new features which are included within this update. So, what can you expect to find in the 1.38 update ATS? Lets us give you a quick recap of the most significant changes.

[previewyoutube][/previewyoutube]
First off, the city of Las Vegas has received a major revamp, which includes new road networks, updates to existing interstate junctions, more detailed scenery, and the inclusion of newer vegetation, terrain textures, and much more!

You can find a more in-depth blog post on the subject which showcases many of the changes found in and around the city. But the best way to see it all is to see the city for yourself! So be sure to make that trip to Nevada and let us know what you think through our social media channels.


Las Vegas isn't the only part of the American Truck Simulator world to receive an update in 1.38, one of the more noticeable changes are to Truckstops. One of the first changes you will notice at Truckstops in ATS is that fuel stations now have lanes with appropriate width for trucks to pull up and refuel in. We have also implemented (where possible) guidance lines to help drivers line up their trucks to avoid damaging their vehicles upon entry and exit. Plus there is a completely new truck stop placed on the US-111 road now!



We are also excited to introduce the inclusion of a computer graphics technique for efficiently approximating ambient occlusion effects in real-time. Screen Space Ambient Occlusion, better known in its shorter form SSAO, creates shadows in the areas where objects connect, to give it a more natural and believable look in terms of lighting and shadows.

Less powerful GPUs may struggle to keep up at full quality, and with 400% or similarly high scaling selected, even mid-range machines would feel the impact on fps. If you are not happy with framerate after this update, please open the advanced graphics options in the game and try to find the right combination of scaling and SSAO quality for you. With a weaker GPU, it may be advisable to switch off SSAO completely.



This new feature can be better explained by one of our senior programmers, be sure to read a more in-depth post about the topic at our Under the Hood blog post here 


We are also excited to introduce a long-requested update to the RGB Color Picker which drivers use to paint their trucks when purchasing or tuning their truck. You now have the option to input specific color inputs (HSV, RGB, and HEX).

We know that many drivers like to match their truck colors the same across their whole fleet, so we hope this feature is useful to you.



There is much more packed into this update! If you would like a more in-depth read of other features included in this update, take a read of our previous blogpost for the 1.38 Open Beta.

MAP
  • Las Vegas city revamped (I-515/I-11 interstate bypass + the whole city switched to the template road system)
  • US-191 road implemented
  • UT-56 road implemented + reskin of a little stretch of US-93 around Panaca settlement
  • CA-111 - new truckstop added
  • El Centro revamped
  • New company in Logan, UT (Plaster & Sons)
  • Reworked all truck stop gas pumps to be more realistic. More realistic dimensions and the logic of how they work
  • NM Shiprock redesigned + piece of US-491
  • Various map fixes


VEHICLES
  • Automatic transmission improved (shifting points, adaptive modes)
  • Las Vegas: New ambulance and fire trucks
  • Fixed steering deadzone


FEATURES
  • Visual improvement - procedural ambient occlusion generation (SSAO)
  • Route Advisor redesigned
  • Navigation ETA to the next waypoint in route advisor and in world map
  • Tobii eye-tracking presets
  • RGB color picker redesigned
  • Added RGB, HSV and HEX inputs
  • User defined color presets


SOUND
  • Update to FMOD 2.01.01
  • Fixed the retarder sound when the engine is off
  • AI - exclusion of gear-shifts for trains and electric vehicles


To enjoy the 1.38 update, make sure to OPT OUT of beta branches and your game will be automatically updated on Steam.

Some mods, however, may have not caught up yet - this update may effectively break them. So remember that you can always stay on 1.37 or an even older branch. The way to access and select them is: Steam client → LIBRARY → right-click on American Truck Simulator → Properties → Betas tab → select the version you want.

Idaho: Release Date Announcement

With the final touches being made to the Idaho DLC, we are excited to announce a release date for this spudtacular addition to American Truck Simulator.

Idaho will be released on the 16th of July 2020! We are excited to be able to let drivers explore Idaho for themselves very soon. We hope this short video trailer will keep you content until next week.

[previewyoutube][/previewyoutube]
If that wasn't enough to get you excited, we also have a gallery of some of the best screenshots from Idaho that have been featured in our previous blog posts along with a few new exclusive photos too. Let us know which one is your favorite in the comments!



With Idaho just around the corner, we wanted to also bring something that drivers in American Truck Simulator can take part in. So you all can expect a very nice World of Trucks in-game event coming live with the release of this map expansion! But more info about that later next week!

We can't for wait for you to visit Idaho! If you haven't already, make sure to add Idaho to your Steam wishlist! We thank you for your support and we look forward to welcoming you across the state border very soon. 

https://store.steampowered.com/app/1209470/American_Truck_Simulator__Idaho/

Idaho: Director's Cut

Ever wanted to take a moment to look at a historical landmark or a scenic view while on the job, but felt that the pressure of delivering the cargo on time, or the concern for safety on the road, just do not make it possible?

[previewyoutube][/previewyoutube]
Our artists and map designers put a lot of effort into making our game world as beautiful as they can, but often, a location that they may have spent months of time creating will be driven through in a matter of seconds without the player having a chance to admire it. There have always been many players keen to explore the world to the fullest, searching for cool places to see, but until now, the game did not offer any tool or incentive for sightseeing.

With the release of the new Idaho DLC, we are experimenting with a new feature that will allow you to take a while to relax and enjoy a nice view of natural or artificial landmarks, or perhaps settlements or industries that are of interest in the given region.

In the area of Idaho DLC, drivers will be able to find several such places and activate a special in-game "cutscene" with a short showcase of a nearby place of interest. The locations include sites of economical and historical importance, such as the capital city of Boise. The spots are identified by a new film-camera 3D green icon visible in the world, which also appears on your GPS route advisor as a purple star.


At the moment, we still consider the new feature an experiment. If the reception is positive, we are thinking of expanding it further, not just to more cool locations across the whole game world, but also to make it more feature-rich, and a more integrated gameplay element. We are thinking of expanding it with descriptions and more detailed facts on why the place is interesting and important, providing a light education element. We may also consider creating a log of visited places, giving the player a chance to re-play the cut scenes of visited places as a reminder of their travels. If you have any additional ideas on how to get more fun out of the feature for players, we'd like to hear them!


We hope you will enjoy this brand new addition arriving in Idaho for American Truck Simulator. If you are excited to visit this new state, make sure you have added it to your Steam Wishlist. If you have done so already, thank you! This really supports us and our upcoming releases.

https://store.steampowered.com/app/1209470/American_Truck_Simulator__Idaho/

Under the Hood: Explaining SSAO



Today we'd like to explain a new graphical feature that we are introducing to our games with update 1.38. The article is very technical - we have asked our programmers to help out, and the explanation is quite complex. However, we felt that it may actually be interesting for at least some of the people in our audience to be exposed to this material - to see that what is happening under the hood of a game engine involves a lot of research and hard work of our programming team. In addition to the technical details, we thought that providing the context and explaining the performance trade-offs may be useful and important for most of the players.

Jaroslav a.k.a. Cim (one of our brave and skilled programmers working on graphics improvements)

The TL;DR summary of the text below is that Screen Space Ambient Occlusion is a cool new but performance-heavy technique to enrich the rendering of our game world. You do not have to use it if you feel it lowers performance too much for your liking, or you may like it and can afford to trade a few frames per second for improved shadow and depth perception. The effect may be subtle, it mostly works on subconsciousness level, but once you get used to it, it may be hard to go back. It is another milestone in our lighting/shadowing improvements plan that we are now executing, to be followed by new HDR light processing and introduction of more normal-mapped surfaces in upcoming updates.



The technique has its limitations and quirks. It has been used by several AAA games in recent years, and even if it's not perfect, it helps the human perception system to understand the scene better, and we hope that adding it to the technology mix of our truck sims is beneficial. We will no doubt want to introduce additional ways of shadowing computation that will improve or even supersede it.



We are under constant pressure to improve the looks of our game by a vocal subset of our fan base. At the same time, there is always a desire to make the games run faster. On top of these sometimes competing requests coming from the playerbase, our very own art department is ever eager to get hold of new graphical toys to make our game richer and better. Whenever we introduce a new graphical feature into the game, we try to do it in a way that doesn't hurt the performance for players with older computers, we don't want to make the game incompatible for our existing customers. That's why there is an option to switch SSAO off completely, and several settings for its quality/performance.



The work of our programmers on the new SSAO/HBAO techniques also required changes to our art and art creation pipeline. All the 3D models in our games had to be revisited by the art department, and any instances, where any fake shadows and darkening were already applied to a model by an artist, were changed. For some more complex game models, this was a simplification that actually reduced the number of triangles in them enough to improve rendering performance. To some extent, we have traded a part of tentative future manual effort that would be needed for building individual good-looking 3D models for an algorithmic rendering pass that unifies the shadowing look for the whole scene, helping to "root" objects like buildings, lamp-posts, and vegetation to the terrain.



What SSAO stands for and how it works


Before we start - note that SSAO is a general acronym for "screen space ambient occlusion". The name encompasses all of the various ambient occlusion (AO) techniques and their variants that work in screen space (it means that they obtain all information at runtime from data that are rendered on the computer screen and into related memory buffers). There is SSAO (Crytek 2007 tech that basically gave a general name to all techniques), MSSAO, HBAO, HDAO, GTAO, and many more other techniques each using differently tuned approaches, each having its benefits and downsides. We have based our approach on a horizon-based technique called GTAO that was introduced in a 2016 paper by Activision.

The ambient occlusion (AO) name part means that we evaluate how much of incoming light (predominantly sky light, but sometimes the computed occlusion gets applied also to other lights) gets occluded at a particular place in the game world. Imagine that you are standing on flat ground - you would see the whole sky above, so there is 0% occlusion, the ground gets fully lit by the sky. Now imagine that you are at the bottom of a well - you would see only a small patch of sky, that means sky gets occluded almost 100% and contributes only a little to the ambient lighting in that well, and naturally it is quite dark at the bottom of the well. A specific level of ambient occlusion at a particular place affects lighting computations and creates shadowed areas in creases, holes, and other 'complex' places. It can get anywhere between 0% and 100% based on their surroundings.



Computing the occlusion in high detail and precision is resource-intensive; basically, you would need to shoot rays from any evaluated position in all directions and test whether they hit the sky or not, and then average the result. The more rays you shoot, the better information you get but at a greater computation cost. This process could be possibly processed off-line, like when the game map gets saved by its designer. Some games and engines use this approach. But that way you are only able to bake ambient occlusion information about static non-moving objects because there are no vehicles, no animated objects present at that time.

So instead of baking static information (which would also take a lot of time and storage space given the scale of our world map), we want to compute it on the fly, in run-time. That way we can compute it also for interaction with vehicles, opening bridges, animated objects, and so on. There is a catch though. For such a computation approach, we only have data that are visible on the screen (recall "screen space"), so once some part of the game world gets out of the visible frame, it can't be used for occlusion evaluation. This limitation creates various artifacts such as disappearing occlusion on a wall originally caused by an object that just got behind the edge of the screen and thus became invisible not just for you but also for the algorithm, so it ceased to contribute to occlusion computation.



Ok, now we know what to evaluate (ambient occlusion) and we know what data we have (what we see on screen). What do we do? Well, for each pixel on the screen (that is 2 million pixels in HD resolution, times four(!) in 400% scaling!) our shader code needs to query the z-buffer value of its surrounding pixels trying to get a notion of the geometric shape of the area surrounding it. We can do only a limited number of these "taps" as there is a steeply increasing performance cost with increasing tap count, this is an operation that is really taxing the 3D accelerator. The limit on the number of taps, in turn, affects the ambient occlusion precision (and in certain situations may create inaccuracies and banding). Imagine that you want to evaluate your surroundings on a 2-meter straight line, and are willing to spend 8 taps to approximate it. You query the line every 25 centimeters, and any detail smaller than that may happen to be totally unnoticed unless you are lucky and hit it spot on (or unlucky, because you may miss it the next frame so the surroundings would suddenly appear to change between frames and cause flickering). The further your algorithm probes, the less precise it is. So you need to limit the size of an area you analyze around each game pixel which in turn limits how far the AO 'sees' - that is why it is not suitable for computing occlusion in large spaces like under bridge arches.



We have mentioned that the technique of our choosing is horizon-based. This means that we are not probing the environment by shooting rays in the 3D world, instead, we analyze a hemisphere above/around each pixel to see how far it opens up until it is blocked, how much light is let in by the surrounding geometry using the z-buffer as our proxy. The hemisphere is actually approximated by several runs along a line rotated around the given pixel. If we can follow along this hemisphere in full, there is no occlusion. If the algorithm taps a value in the z-buffer that would block incoming light, it defines the level of occlusion. The algorithm is optimized for performance but its limitation is that once it hits anything, even possibly a small object, it stops probing any further. This may cause an "over occlusion" problem and may be spotted as a visual artifact when some relatively thin object such as a traffic sign post causes strong occlusion on a nearby wall. You can try to detect such small objects and skip them, which in turn may produce "under occlusion" on thin ledges. We have opted for the former.



There is also another interesting and useful property of horizon based techniques. Depending on how much of a hemisphere above a given pixel is occluded, you can compute the direction that is least occluded. The amount of occlusion can be thought of as an ice cream cone with varying apex angle oriented in that direction. This direction is called a "bent normal" and we use it for various light computations like for occluding a reflection on shiny surfaces. The idea is that if you look at the surface and the mirror-reflected direction gets out of this cone, we consider it (at least partially) occluded, tuning down the reflection intensity. The best way to see that effect is to look at bigger and round chrome parts, like the diesel tanks, with SSAO on and off.



So you see, the idea is not that hard, for an expert graphics programmer anyway ;), but there is a lot of computation involved, putting quite some strain on the 3D accelerator. So we have created several performance profiles, each using a mix of optimization techniques:

  • Using less taps per direction - it is faster but lets AO miss bigger objects than with finer sampling.
  • Reprojecting AO results from the previous frame - it lets us hide the artifacts from undersampling, but may create ghosting when reprojection fails (when what you see between frames changes a lot).
  • Rendering in half-resolution - reduces the number of computations to 1/4 but creates less fine AO - the result may be slightly blurry shadowing


We hope that all this info was interesting and useful for you. We're sending you a virtual high-five if you read this article to this point. You deserve a cookie and a big cup of hot chocolate! If you still want to get more details about this topic, feel free to check for example this link.

Thank you for your time and support and we will see you again at some of the next articles from the "Under the Hood" section we bring for our #BestCommunityEver from time to time.

Also, don't forget that the Steam summer sale is ending soon! Check out our developer page.

Colorado: New Industries

Colorado boasts having some of the best wildernesses and mountain ranges in the United States, and from our previous research trip, it's easy to see why. However, while drivers are enjoying the scenery, we need to remember the reason for our journey! Let's take a closer look at some of the new key industries that will be arriving in our upcoming Colorado DLC for American Truck Simulator.



Being a state that promotes its natural beauty, Colorado is always looking at ways of using clean-energy to protect the environment. One of the many investments the state has made is into using windpower as a main source of energy. In fact, Colorado has one of the largest wind farms in the nation, with over 400 wind turbines generating enough power for 90,000 homes!



So it's no surprise that Colorado is home to the number one wind turbine company in the USA, with a highly trained workforce that builds more towers than any other facility in the world. With unique parts and equipment always on the move from the factory to wind farms across the states, we hope you will be a BIG fan of this industry.



Wind turbines might not cool you down on a hot day, but a cold bottle of soda will! Colorado is also home to a variety of bottling plants, each producing and distributing an assortment of different beverages which drivers can deliver to locations across the states.



Trucking isn't the only form of transportation to handle logistics however, on any given day more than 2,000 cargo flights are in the skies above America. Denver International Airport is the 20th-busiest airport and sees millions of passengers, packages, mail and more, pass through its terminals and hubs every year. Drivers will play an important role in the transport of cargo to and from the airport, and with new arrivals everyday, you never know what you might be hauling next!



We are excited for you to check out these new industries in the future, but until then, if you like what you see, make sure to add Colorado to your Steam Wishlist!

https://store.steampowered.com/app/1209471/American_Truck_Simulator__Colorado/