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.shadowfilterquality (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
graphics.shadowlights (Generated) Maximum number of lights that can cast real-time shadows simultaneously; clamped to a minimum of 1; higher values improve shadow coverage at GPU cost graphics variable 1
graphics.shadowmode (Generated) Shadow quality mode: 1 = hard, 2 = soft (PCF), 3 = high quality (PCSS), 4 = very high quality; higher modes are more expensive graphics variable 2
graphics.shadowquality graphics variable 1
graphics.showtexeldensity Texture density visualization tool: 0=disabled, 1=256, 2=512, 3=1024 texel/meter graphics variable 0
graphics.spatiallyawareenvironmentvolumes Enables spatially aware environment volumes. graphics variable True
graphics.uiscale (Generated) UI scale multiplier clamped between 0.5 and 1.0; lower values shrink all UI elements to fit more on screen graphics variable 1
graphics.upscalingmipbias Sets the upscaling mip map bias (-1..0) that is applied on top of the global mip bias when upscaling. (DLSS) graphics variable 0
graphics.usemarkerstooptimize (Generated) When enabled, uses Reflex pipeline stage markers to drive CPU/GPU synchronisation optimisations graphics variable False
graphics.vclouds graphics variable 0
graphics.vclouds_reproject (Generated) Admin-only: when enabled, volumetric clouds use temporal reprojection to amortise the rendering cost across multiple frames graphics variable True
graphics.viewmodelcamera graphics variable True
graphics.viewmodeldepth (Generated) When enabled, the view model (held weapon/item) uses a separate depth buffer pass to prevent clipping into geometry graphics variable True
graphics.vm_fov_scale Whether to scale vm models with fov graphics variable True
graphics.vm_horizontal_flip FLips viewmodels horizontally (for left handed players) graphics variable False
graphics.volumetric_clouds (Generated) Volumetric cloud quality level mapped to VolumeClouds.Quality enum: 0 = off, 1 = low, 2 = medium, 3 = high graphics variable 1
graphics.vsync Represents the number of vertical syncs that should pass between each frame. An integer in the range of 0-4. graphics variable 0
graphics.wait_for_present_sync_point 0 = BeginFrame (default), 1 = EndFrame graphics variable 0
graphics.waves Disable larger ocean waves to test performance. Client/Rendering-side only. graphics variable True
grass.displacement (Generated) Enables GPU-driven grass displacement, which pushes grass aside when players and vehicles move through it grass variable True
grass.distance (Generated) Maximum draw distance in metres for grass instances; lower values cull grass sooner, reducing GPU vertex cost in open areas grass variable 100
grass.instancing grass variable True
grass.maxthreads (Generated) Maximum number of CPU threads used for grass placement calculations; higher values speed up grass refresh at the cost of thread contention grass variable 8
grass.quality (Generated) Controls overall grass rendering quality (0-100); lower values reduce grass density and draw distance for significant GPU performance gains grass variable 100
grass.refresh_budget (Generated) Maximum milliseconds per frame allocated to refreshing grass placement data; lower values spread refresh cost over more frames to avoid hitches grass variable 0.3
hero.action (Generated) Call-to-action button label shown on the hero DLC promotional banner (e.g. Out Now, Coming Soon) (Out Now) hero variable
hero.ident (Generated) Identifier string for the currently active hero/DLC promotional banner; determines which promotional banner set is displayed in the main menu hero variable instrument001
hero.title (Generated) Title text displayed on the hero DLC promotional banner in the main menu (Instrument DLC) hero variable
hero.url (Generated) URL or Steam appid link opened when the player clicks the hero DLC banner call-to-action button hero variable appid:1174370
hero.video (Generated) URL of the promotional video shown in the hero DLC banner in the main menu hero variable https://files.facepunch.com/garry/bdf1fc04-06a5-469c-bad9-f26cc5510534.mp4
hitnotify.headshot hitnotify variable True
hitnotify.notification_level hitnotify variable 1
indirect_instancing.batches_per_worker How many batches each worker should process. This just controls how chunked the jobs are and how often the scheduler can intervene indirect_instancing variable 64
indirect_instancing.buffer_upload_mode How graphics data buffers should be uploaded to the GPU: 0 = direct to render thread, 1 = indirect via graphics worker indirect_instancing variable 1
indirect_instancing.cull_frustum Disable to skip frustum culling indirect_instancing variable True
indirect_instancing.cull_lod Disable to skip distance/LOD culling. This may cause all instances to be culled indirect_instancing variable True
indirect_instancing.cull_terrain Disable to skip terrain culling. (Currently disabled by default due to accuracy issues) indirect_instancing variable False
indirect_instancing.damage_bitscan_job Disable to perform scanning the damage bitmap synchronously on the main thread indirect_instancing variable True
indirect_instancing.debug Show on-screen debug info about the indirect instancing system indirect_instancing variable False
indirect_instancing.debug_motion Make the debug overlay highlight all moving instances with a yellow ball indirect_instancing variable False
indirect_instancing.debug_raycast Make the debug overlay include information about the object directly in front indirect_instancing variable True
indirect_instancing.enabled Enable/disable the indirect instancing system indirect_instancing variable False
indirect_instancing.fallback Disable to forcefully stop the fallback renderer from updating and submitting graphics commands indirect_instancing variable True
indirect_instancing.merge_damage Disable to skip merging/optimising damaged buffer regions before updating them on the GPU. indirect_instancing variable True
indirect_instancing.monsters Disable to never use multi-draw and never update monster meshes indirect_instancing variable True
indirect_instancing.motion_list Disable to skip updating the motion list indirect_instancing variable True
indirect_instancing.multi_draw Disable to never use multi-draw and never update monster meshes indirect_instancing variable True
indirect_instancing.non_monsters Disable to forcefully prevent per-mesh draw calls from being submitted indirect_instancing variable True
indirect_instancing.remove_null_transforms Enable to run an additional pass to remove null entries from the transform memory. indirect_instancing variable True
indirect_instancing.remove_queue Disable to skip processing the remove queue indirect_instancing variable True

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.