Rust Client Settings Commands
Give Item List →Console commands for the F1 menu or RCON. Source: a community-maintained export of Rust's own generated command metadata - treat this as a helpful reference, not an exhaustive one.
Settings for your own game you can change from the F1 console: frame rate, field of view, graphics, sound and controls. Each shows its default value.
929 commands
| Command | Description | Category | Type | Default | Permission | |
|---|---|---|---|---|---|---|
graphics.dof_debug |
(Generated) Admin/cinematic: when enabled, draws a debug overlay showing the depth buffer and circle of confusion for DoF tuning | graphics | variable | False |
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graphics.dof_focus_dist |
distance from camera to focus on | graphics | variable | 10 |
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graphics.dof_focus_time |
(Generated) Time in seconds for the depth-of-field focus distance to lerp to a new target when auto or dynamic mode is active | graphics | variable | 0.2 |
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graphics.dof_kernel_count |
Goes from 0 - 3, higher = more dof samples but slower perf | graphics | variable | 0 |
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graphics.dof_mode |
0 = auto 1 = manual 2 = dynamic based on target | graphics | variable | 0 |
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graphics.dof_squeeze |
(Generated) Admin/cinematic: anamorphic squeeze factor applied to DoF bokeh shapes; 0 = circular, positive values = oval/anamorphic | graphics | variable | 0 |
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graphics.drawdistance |
(Generated) Maximum camera draw distance in metres; objects beyond this distance are culled; lower values improve GPU performance at the cost of view distance | graphics | variable | 2500 |
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graphics.fov |
(Generated) Camera field of view in degrees, clamped between 70 and 90; higher values provide a wider view but can cause edge distortion | graphics | variable | 75 |
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graphics.globalmipbias |
Sets the global mip map bias for (nearly) all surface textures. (-2..+2) Should be -0.5 to correct blurriness from bilinear filtering and -1.5 when TAA is enabled. | graphics | variable | 0 |
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graphics.graphics_jobs_sync_point |
0 = EndOfFrame, 1 = AfterScriptUpdate (default), 2 = AfterScriptLateUpdate, 3 = WaitForPresent | graphics | variable | 1 |
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graphics.grassshadows |
(Generated) Developer-only: when enabled, grass geometry casts shadows; disabled by default due to performance cost on GPU shadow rendering | graphics | variable | False |
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graphics.grassshadowsenabled |
(Generated) Developer-only: when enabled, grass geometry casts shadows; disabled by default due to performance cost on GPU shadow rendering | graphics | variable | False |
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graphics.hlod |
(Generated) When enabled, hierarchical LOD (HLOD) meshes are used for distant geometry; automatically disabled when indirect instancing is active; toggling triggers a full LOD refresh | graphics | variable | True |
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graphics.hud |
(Generated) When enabled, the in-game HUD is visible; disable to hide all HUD elements (health bar, hotbar, etc.) for screenshots | graphics | variable | True |
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graphics.impostorshadows |
(Generated) When enabled, imposter (distant LOD billboard) objects cast shadows; improves visual quality of distant tree and building shadows at GPU cost | graphics | variable | False |
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graphics.itemskins |
(Generated) When enabled, Steam Workshop skins are applied to items; disable to revert all items to default appearance | graphics | variable | True |
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graphics.itemskintimeout |
(Generated) Timeout in seconds before a workshop skin download is considered failed and abandoned | graphics | variable | 60 |
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graphics.itemskinunload |
(Generated) When enabled, unreferenced workshop skin assets are unloaded from memory after the unload delay elapses | graphics | variable | True |
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graphics.itemskinunloaddelay |
The time in seconds before a unreferenced skin is unloaded. | graphics | variable | 120 |
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graphics.jitterspread |
graphics | variable | 1 |
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graphics.lodbias |
Global multiplier for the LOD's switching distance. A larger value leads to a longer view distance before a lower resolution LOD is picked. | graphics | variable | 1 |
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graphics.maxqueuedframes |
Maximum number of frames queued up by graphics driver. | graphics | variable | -1 |
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graphics.parallax |
(Generated) Terrain parallax mapping mode: 0 = off, 1 = parallax offset, 2 = parallax occlusion; higher modes improve terrain depth at GPU cost | graphics | variable | 0 |
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graphics.quality |
The currently selected quality level | graphics | variable | 6 |
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graphics.reflexintervalus |
Minimum interval in microseconds for frame synchronization. 0 = no frame rate limit | graphics | variable | 0 |
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graphics.reflexlatencymarker |
(Generated) When enabled, inserts Reflex latency markers into the render pipeline for accurate latency measurement in FrameView/FCAT | graphics | variable | False |
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graphics.reflexmode |
(Generated) NVIDIA Reflex low-latency mode: 0 = off, 1 = on, 2 = on + boost; reduces render latency on supported GPUs | graphics | variable | 0 |
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graphics.renderscale |
(Generated) Internal render resolution scale (0.5-1.0); values below 1.0 render at a lower resolution then upscale, improving performance at cost of sharpness | graphics | variable | 1 |
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graphics.resolution |
The current screen resolution index. | graphics | variable | 0 |
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graphics.screenmode |
The current screen mode. | graphics | variable | 0 |
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graphicssettings.anisotropicfiltering |
Global anisotropic filtering mode. 0-2. Disabled, enabled per-texture, force-enabled for all textures. | graphicssettings | variable | 1 |
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graphicssettings.billboardsfacecameraposition |
If enabled, billboards will face towards camera position rather than camera orientation. | graphicssettings | variable | True |
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graphicssettings.enablelodcrossfade |
Enables or disables LOD Cross Fade. | graphicssettings | variable | True |
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graphicssettings.globaltexturemipmaplimit |
Indicates how many of the highest-resolution mips of each texture Unity does not upload at the given quality level. | graphicssettings | variable | 0 |
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graphicssettings.numshadowcascades |
Number of cascades to use for directional light shadows. 1 = None, 2 = Two, 4 = Four | graphicssettings | variable | 2 |
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graphicssettings.particleraycastbudget |
Budget for how many ray casts can be performed per frame for approximate collision testing. | graphicssettings | variable | 1024 |
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graphicssettings.pixellightcount |
The maximum number of pixel lights that should affect any object. | graphicssettings | variable | 8 |
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graphicssettings.shadowcascades |
Number of cascades to use for directional light shadows. 1 = None, 2 = Two, 4 = Four | graphicssettings | variable | 2 |
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graphicssettings.shadowdistance |
Shadow drawing distance | graphicssettings | variable | 180 |
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graphicssettings.shadowdistancepercent |
Shadow drawing distance percentage | graphicssettings | variable | 100 |
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graphicssettings.shadowmapresolution |
The default resolution of shadow maps. 0 = Low, 1 = Medium, 2 = High, 3 = Very High | graphicssettings | variable | 3 |
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graphicssettings.shadowmaskmode |
The rendering mode of Shadowmask. 0 = Shadowmask 1 = Distance Shadowmask | graphicssettings | variable | 1 |
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graphicssettings.shadowqualitypreset |
The preset that determines all shadow settings. Low for performance, Max for the best visuals. | graphicssettings | variable | 3 |
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graphicssettings.shadowresolution |
The default resolution of shadow maps. 0 = Low, 1 = Medium, 2 = High, 3 = Very High | graphicssettings | variable | 3 |
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graphicssettings.softparticles |
Should soft blending be used for particles? | graphicssettings | variable | True |
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graphicssettings.streamingmipmapsmemorybudget |
The total amount of memory (in megabytes) to be used by streaming and non-streaming textures. | graphicssettings | variable | 64 |
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graphics.shaderlod |
(Generated) Global shader LOD level 1-6; lower values disable expensive shader features (e.g. parallax, specular) for better performance on low-end hardware | graphics | variable | 6 |
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graphics.shadowcascades |
graphics | variable | 2 |
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graphics.shadowdistance |
graphics | variable | 1000 |
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graphics.shadowfilteringquality |
(Generated) Developer-only: shadow PCF filtering quality 0-3; higher values use more shadow map samples for softer edges; also updates shadowmode and shader keywords | graphics | variable | 1 |
Settings for your own game you can change from the F1 console: frame rate, field of view, graphics, sound and controls. Each shows its default value. Search by name, description or category; every row has a copy button.
Frequently Asked Questions
Press F1 in game. Type a command and press Enter; press F1 again to close it.
A community-maintained export of Rust's own generated command metadata. Commands change with game updates, so treat it as a helpful reference rather than an exhaustive one.