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.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 |
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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 |
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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 |
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graphics.shadowquality |
graphics | variable | 1 |
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graphics.showtexeldensity |
Texture density visualization tool: 0=disabled, 1=256, 2=512, 3=1024 texel/meter | graphics | variable | 0 |
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graphics.spatiallyawareenvironmentvolumes |
Enables spatially aware environment volumes. | graphics | variable | True |
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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 |
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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 |
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graphics.usemarkerstooptimize |
(Generated) When enabled, uses Reflex pipeline stage markers to drive CPU/GPU synchronisation optimisations | graphics | variable | False |
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graphics.vclouds |
graphics | variable | 0 |
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graphics.vclouds_reproject |
(Generated) Admin-only: when enabled, volumetric clouds use temporal reprojection to amortise the rendering cost across multiple frames | graphics | variable | True |
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graphics.viewmodelcamera |
graphics | variable | True |
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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 |
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graphics.vm_fov_scale |
Whether to scale vm models with fov | graphics | variable | True |
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graphics.vm_horizontal_flip |
FLips viewmodels horizontally (for left handed players) | graphics | variable | False |
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graphics.volumetric_clouds |
(Generated) Volumetric cloud quality level mapped to VolumeClouds.Quality enum: 0 = off, 1 = low, 2 = medium, 3 = high | graphics | variable | 1 |
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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 |
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graphics.wait_for_present_sync_point |
0 = BeginFrame (default), 1 = EndFrame | graphics | variable | 0 |
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graphics.waves |
Disable larger ocean waves to test performance. Client/Rendering-side only. | graphics | variable | True |
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grass.displacement |
(Generated) Enables GPU-driven grass displacement, which pushes grass aside when players and vehicles move through it | grass | variable | True |
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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 |
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grass.instancing |
grass | variable | True |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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hitnotify.headshot |
hitnotify | variable | True |
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hitnotify.notification_level |
hitnotify | variable | 1 |
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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 |
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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 |
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indirect_instancing.cull_frustum |
Disable to skip frustum culling | indirect_instancing | variable | True |
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indirect_instancing.cull_lod |
Disable to skip distance/LOD culling. This may cause all instances to be culled | indirect_instancing | variable | True |
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indirect_instancing.cull_terrain |
Disable to skip terrain culling. (Currently disabled by default due to accuracy issues) | indirect_instancing | variable | False |
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indirect_instancing.damage_bitscan_job |
Disable to perform scanning the damage bitmap synchronously on the main thread | indirect_instancing | variable | True |
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indirect_instancing.debug |
Show on-screen debug info about the indirect instancing system | indirect_instancing | variable | False |
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indirect_instancing.debug_motion |
Make the debug overlay highlight all moving instances with a yellow ball | indirect_instancing | variable | False |
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indirect_instancing.debug_raycast |
Make the debug overlay include information about the object directly in front | indirect_instancing | variable | True |
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indirect_instancing.enabled |
Enable/disable the indirect instancing system | indirect_instancing | variable | False |
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indirect_instancing.fallback |
Disable to forcefully stop the fallback renderer from updating and submitting graphics commands | indirect_instancing | variable | True |
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indirect_instancing.merge_damage |
Disable to skip merging/optimising damaged buffer regions before updating them on the GPU. | indirect_instancing | variable | True |
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indirect_instancing.monsters |
Disable to never use multi-draw and never update monster meshes | indirect_instancing | variable | True |
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indirect_instancing.motion_list |
Disable to skip updating the motion list | indirect_instancing | variable | True |
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indirect_instancing.multi_draw |
Disable to never use multi-draw and never update monster meshes | indirect_instancing | variable | True |
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indirect_instancing.non_monsters |
Disable to forcefully prevent per-mesh draw calls from being submitted | indirect_instancing | variable | True |
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indirect_instancing.remove_null_transforms |
Enable to run an additional pass to remove null entries from the transform memory. | indirect_instancing | variable | True |
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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.