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 | |
|---|---|---|---|---|---|---|
indirect_instancing.render |
Disable to forcefully prevent the instancing system from submitting any graphics commands | indirect_instancing | variable | True |
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indirect_instancing.reorder_commands |
Disable to prevent reordering the contents of the command args buffer | indirect_instancing | variable | True |
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indirect_instancing.reorder_instances_job |
Disable to prevent reordering the contents of the instance data buffer | indirect_instancing | variable | True |
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indirect_instancing.reorganise |
Disable to prevent reordering the contents of the command and instance data buffers | indirect_instancing | variable | True |
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indirect_instancing.schedule_jobs |
Disable to forcefully prevent the instancing system from scheduling any jobs | indirect_instancing | variable | True |
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indirect_instancing.schedule_mode_aggregation |
How to schedule culling result aggregation jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid | indirect_instancing | variable | 0 |
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indirect_instancing.schedule_mode_all |
Set scheduling behavior for all jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid | indirect_instancing | variable | 0 |
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indirect_instancing.schedule_mode_frustum |
How to schedule frustum culling jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid | indirect_instancing | variable | 0 |
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indirect_instancing.schedule_mode_lod |
How to schedule distance/LOD culling jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid | indirect_instancing | variable | 0 |
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indirect_instancing.schedule_mode_reordering |
How to schedule reordering jobs: 0 = multi-threaded, 1 = single-threaded, 2 = single-threaded isolated | indirect_instancing | variable | 0 |
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indirect_instancing.schedule_mode_streaming |
How to schedule texture streaming jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid | indirect_instancing | variable | 0 |
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indirect_instancing.schedule_mode_terrain |
How to schedule terrain culling jobs: 0 = multi-threaded, 1 = single-threaded, 2 = hybrid | indirect_instancing | variable | 0 |
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indirect_instancing.schedule_mode_transforms |
How to schedule transform jobs: 0 = multi-threaded, 1 = single-threaded, 2 = single-threaded isolated | indirect_instancing | variable | 0 |
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indirect_instancing.shadows |
Disable before joining a server to force all instanced objects to not have shadows | indirect_instancing | variable | True |
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indirect_instancing.single_draw |
Disable to forcefully prevent per-mesh draw calls from being submitted | indirect_instancing | variable | True |
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indirect_instancing.streaming |
Disable to completely skip calculating and applying streaming texture mip levels | indirect_instancing | variable | True |
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indirect_instancing.streaming_fallback_fixed_distance |
If non-zero, this will enforce a fixed distance for all mip level calculations in the fallback renderer. | indirect_instancing | variable | 0 |
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indirect_instancing.streaming_force_mip_level |
If != -1, this will force a fixed mip level as a result of all mip level calculations. It skips the actual calculation. | indirect_instancing | variable | -1 |
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indirect_instancing.streaming_instancing_fixed_distance |
If non-zero, this will enforce a fixed distance for all mip level calculations in the instancing renderer. | indirect_instancing | variable | 0 |
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indirect_instancing.streaming_use_all_instances |
Disable to only consider culling survivors for mip level calculations | indirect_instancing | variable | True |
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indirect_instancing.streaming_use_mesh_uv_distribution_metrics |
Disable to force all mesh UV distributions metrics to be 1 | indirect_instancing | variable | True |
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indirect_instancing.streaming_use_min_mip_level |
Disable to set mip levels as requested mip levels, potentially overwriting results of Unity's streaming system. | indirect_instancing | variable | True |
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indirect_instancing.streaming_use_unity_hardcoded_camera_params |
Enable to use hardcoded 60° FOV camera parameters that normally only get used when there are no cameras. | indirect_instancing | variable | False |
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indirect_instancing.streaming_use_vertex_area_scales |
Disable to force all vertex area scales to be 1 | indirect_instancing | variable | True |
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indirect_instancing.tc_max_iterations |
Set max iterations for terrain culling. Controls how far the raycasts will walk across the terrain height map | indirect_instancing | variable | 512 |
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indirect_instancing.transform_apply_job |
Disable to apply transforms of moving instances synchronously on the main thread | indirect_instancing | variable | True |
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indirect_instancing.update_buffers |
Disable to forcefully prevent the instancing system from updating any GPU buffers | indirect_instancing | variable | True |
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indirect_instancing.use_instance_mask |
Disable to skip distance/LOD culling. This may cause all instances to be culled | indirect_instancing | variable | True |
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indirect_instancing.use_min_mip_level |
(Generated) When enabled, applies a minimum mip level floor to instanced renderer texture streaming calculations; prevents over-sharpening of instance textures at close range | indirect_instancing | variable | True |
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indirect_instancing.use_pre_culled_mask |
Disable to ignore pre-culling of underground objects or culling volumes. | indirect_instancing | variable | True |
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input.ads_sensitivity |
(Generated) Mouse sensitivity multiplier applied when aiming down sights (ADS); typically set lower than base sensitivity for precise aiming | input | variable | 1 |
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input.alwayssprint |
(Generated) When enabled, the player always moves at sprint speed without needing to hold the sprint key | input | variable | False |
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input.autocrouch |
(Generated) When enabled, the player automatically crouches when moving under low ceilings or through tight spaces | input | variable | False |
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input.flipy |
(Generated) When enabled, inverts the vertical mouse axis so moving the mouse forward looks down and pulling back looks up | input | variable | False |
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input.holdtime |
(Generated) Seconds a button must be held before it registers as a hold action rather than a tap; affects hold-to-place and hold-to-interact | input | variable | 0.2 |
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input.map_mode |
(Generated) Controls how the in-game map is opened; 0 = hold to view, 1 = toggle open/close | input | variable | 0 |
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input.radial_menu_mode |
(Generated) Controls how the radial action menu is opened; 0 = hold, 1 = toggle; affects crafting and interaction quick menus | input | variable | 0 |
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input.sensitivity |
(Generated) Global mouse sensitivity multiplier applied to all look input; higher values make the camera rotate faster | input | variable | 1 |
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input.toggleads |
(Generated) When enabled, pressing the aim button toggles ADS on/off rather than requiring the button to be held | input | variable | False |
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input.toggleduck |
(Generated) When enabled, pressing crouch once toggles crouching on/off rather than requiring the key to be held down | input | variable | False |
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input.vehicle_flipy |
(Generated) When enabled, inverts the vertical control axis for vehicles; moving the mouse forward pitches the vehicle nose down | input | variable | False |
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input.vehicle_sensitivity |
(Generated) Mouse sensitivity multiplier applied when operating vehicles such as helicopters and boats | input | variable | 1 |
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instruments.debugmidi |
Prints incoming midi notes to the console while using an instrument | instruments | variable | False |
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instruments.debugnotes |
Prints notes being played | instruments | variable | False |
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instruments.processsustainpedal |
Enables support for sustain pedals | instruments | variable | True |
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inventory.disablewearablereplaceoverlay |
Disables the red overlay shown on the client when equipping a wearable that replaces another. | inventory | variable | False |
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inventory.drawsecondhotbar |
Draws a second hotbar above the main one, previewing the last row of the main inventory; only takes effect for admins (see inventory.swaphotbar) | inventory | variable | False |
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inventory.quickcraft_button_delay |
How long since the last rebuild do we allow the button presses to be accepted. Prevents spamming buttons from registering if the menu just rebuilt. | inventory | variable | 0.5 |
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inventory.quickcraftdelay |
inventory | variable | 0.75 |
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inventory.quickcraft_rebuild_delay |
How long since the last quick craft button press can we allow the menu to be rebuilt. Delays the thing you're clicking from re-ordering. | inventory | variable | 0.025 |
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.