Rust Client Settings Commands

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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
CommandDescriptionCategoryTypeDefaultPermission
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
graphics.dof_focus_dist distance from camera to focus on graphics variable 10
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
graphics.dof_kernel_count Goes from 0 - 3, higher = more dof samples but slower perf graphics variable 0
graphics.dof_mode 0 = auto 1 = manual 2 = dynamic based on target graphics variable 0
graphics.dof_squeeze (Generated) Admin/cinematic: anamorphic squeeze factor applied to DoF bokeh shapes; 0 = circular, positive values = oval/anamorphic graphics variable 0
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
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
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
graphics.graphics_jobs_sync_point 0 = EndOfFrame, 1 = AfterScriptUpdate (default), 2 = AfterScriptLateUpdate, 3 = WaitForPresent graphics variable 1
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
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
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
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
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
graphics.itemskins (Generated) When enabled, Steam Workshop skins are applied to items; disable to revert all items to default appearance graphics variable True
graphics.itemskintimeout (Generated) Timeout in seconds before a workshop skin download is considered failed and abandoned graphics variable 60
graphics.itemskinunload (Generated) When enabled, unreferenced workshop skin assets are unloaded from memory after the unload delay elapses graphics variable True
graphics.itemskinunloaddelay The time in seconds before a unreferenced skin is unloaded. graphics variable 120
graphics.jitterspread graphics variable 1
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
graphics.maxqueuedframes Maximum number of frames queued up by graphics driver. graphics variable -1
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
graphics.quality The currently selected quality level graphics variable 6
graphics.reflexintervalus Minimum interval in microseconds for frame synchronization. 0 = no frame rate limit graphics variable 0
graphics.reflexlatencymarker (Generated) When enabled, inserts Reflex latency markers into the render pipeline for accurate latency measurement in FrameView/FCAT graphics variable False
graphics.reflexmode (Generated) NVIDIA Reflex low-latency mode: 0 = off, 1 = on, 2 = on + boost; reduces render latency on supported GPUs graphics variable 0
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
graphics.resolution The current screen resolution index. graphics variable 0
graphics.screenmode The current screen mode. graphics variable 0
graphicssettings.anisotropicfiltering Global anisotropic filtering mode. 0-2. Disabled, enabled per-texture, force-enabled for all textures. graphicssettings variable 1
graphicssettings.billboardsfacecameraposition If enabled, billboards will face towards camera position rather than camera orientation. graphicssettings variable True
graphicssettings.enablelodcrossfade Enables or disables LOD Cross Fade. graphicssettings variable True
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
graphicssettings.numshadowcascades Number of cascades to use for directional light shadows. 1 = None, 2 = Two, 4 = Four graphicssettings variable 2
graphicssettings.particleraycastbudget Budget for how many ray casts can be performed per frame for approximate collision testing. graphicssettings variable 1024
graphicssettings.pixellightcount The maximum number of pixel lights that should affect any object. graphicssettings variable 8
graphicssettings.shadowcascades Number of cascades to use for directional light shadows. 1 = None, 2 = Two, 4 = Four graphicssettings variable 2
graphicssettings.shadowdistance Shadow drawing distance graphicssettings variable 180
graphicssettings.shadowdistancepercent Shadow drawing distance percentage graphicssettings variable 100
graphicssettings.shadowmapresolution The default resolution of shadow maps. 0 = Low, 1 = Medium, 2 = High, 3 = Very High graphicssettings variable 3
graphicssettings.shadowmaskmode The rendering mode of Shadowmask. 0 = Shadowmask 1 = Distance Shadowmask graphicssettings variable 1
graphicssettings.shadowqualitypreset The preset that determines all shadow settings. Low for performance, Max for the best visuals. graphicssettings variable 3
graphicssettings.shadowresolution The default resolution of shadow maps. 0 = Low, 1 = Medium, 2 = High, 3 = Very High graphicssettings variable 3
graphicssettings.softparticles Should soft blending be used for particles? graphicssettings variable True
graphicssettings.streamingmipmapsmemorybudget The total amount of memory (in megabytes) to be used by streaming and non-streaming textures. graphicssettings variable 64
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
graphics.shadowcascades graphics variable 2
graphics.shadowdistance graphics variable 1000
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.