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 | |
|---|---|---|---|---|---|---|
pool.enabled |
(Generated) When enabled, this system is globally active; disable to deactivate the system for the current session | pool | variable | True |
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pool.mode |
pool | variable | 2 |
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pool.prewarm |
(Generated) When enabled, object pools are pre-allocated at startup to avoid first-use latency; increases startup time but reduces runtime GC stutter | pool | variable | True |
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pooltable.transform_update_rate |
pooltable | variable | 128 |
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pool.usemutexpool |
Whether to use original pool implementation (slower, but tested). Default is false | pool | variable | False |
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profile.logentityspawntime |
Log how long entities take to spawn on the client, use 'minloggedspawntime' to filter low spawn times | profile | variable | False |
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profile.logentityspawntime_min |
Minimum spawn time before logging (in ms) | profile | variable | 0 |
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projectile.preventcameraclip |
Should the projectile model attempt to prevent itself being clipped by the camera? | projectile | variable | True |
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projectile.preventcameraclipbufferseconds |
Buffer seconds before turning back on the projectile model. | projectile | variable | 0.01 |
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projectile.serverprojectilecameraclipdistance |
Distance before turning back on the server spawned projectiles model. | projectile | variable | 0.3 |
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projectile.usebatched |
(Generated) When enabled, projectile movement is updated in batched job-based passes using TransformAccessArray for better CPU parallelism | projectile | variable | True |
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recordertool.debugrecording |
(Generated) When enabled, logs additional debug info about cassette recording state and audio buffer operations; saved between sessions | recordertool | variable | False |
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reflection.forceupdate |
(Generated) When enabled, forces all reflection probes to recapture every frame regardless of updateinterval; very expensive, use only for debugging | reflection | variable | False |
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reflection.planarcount |
(Generated) Maximum number of planar reflection probes that can render simultaneously; reducing this limits GPU overhead when many reflective surfaces are visible | reflection | variable | 2 |
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reflection.planarreflections |
(Generated) Enables planar (mirror-like) reflections on water and reflective surfaces; more accurate than cubemap probes but significantly more GPU-intensive | reflection | variable | True |
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reflection.planarresolution |
(Generated) Resolution of planar reflection renders; higher values produce sharper water and mirror reflections at a higher GPU memory and render cost | reflection | variable | 1024 |
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reflection.resolution |
(Generated) Resolution of the reflection probe cubemap captures; higher values produce sharper reflections at a significant GPU memory and render time cost | reflection | variable | 64 |
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reflection.timeslicing |
(Generated) Number of frames over which a single reflection probe capture is spread; higher values reduce per-frame GPU cost at the cost of reflection update latency | reflection | variable | 2 |
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reflection.updateinterval |
(Generated) Minimum seconds between reflection probe recaptures; lower values keep reflections more current but increase GPU overhead | reflection | variable | 1 |
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render.building_blocked_preview_distance |
Distance from the border of building blocked to show the red preview | render | variable | 100 |
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render.computebuffer_setdata_immediate |
Whether to call ComputeBuffer.SetData immediately or at the end of the frame | render | variable | True |
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render.instanced_rendering |
0 = off, 1 = on (must restart client for changes to take effect) | render | variable | 0 |
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render.instanced_toggle_all |
Developer command to toggle instanced rendering at runtime to measure performance impact | render | variable | True |
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render.instanced_toggle_buildings |
Toggle rendering of buildings on / off | render | variable | True |
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render.instanced_toggle_cliffs |
Toggle rendering of cliffs on / off | render | variable | True |
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render.instanced_toggle_other |
Toggle rendering of uncategorized meshes on / off | render | variable | True |
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render.instancing_render_distance |
Max distance for instanced rendering, can be higher than normal render distance | render | variable | 1000 |
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render.max_renderers |
Set the amount of instanced renderers to show for debugging | render | variable | 0 |
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render.multidraw |
Allow unity to batch together multiple draw calls | render | variable | True |
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render.render_shadows |
(Generated) Enables or disables shadow rendering globally on the client; disabling shadows significantly improves GPU performance | render | variable | True |
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render.show_building_blocked |
(Generated) Shows a coloured overlay on building-blocked areas client-side, visualising where construction is prevented | render | variable | True |
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render.upload_multidraw_meshes_mode |
0 = CPU, 1 = GPU | render | variable | 0 |
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reports.exceptionreportmaxlength |
(Generated) Maximum character length of exception reports submitted to the crash reporter; clamped to a minimum of 250 characters | reports | variable | 600 |
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rgbeffects.brightness |
Brightness of colors, from 0 to 1 (note: may affect color accuracy) | rgbeffects | variable | 1 |
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rgbeffects.colorcorrection_razer |
Controls how RGB values are mapped to LED lights on Razer devices | rgbeffects | variable | (3.00, 3.00, 3.00) |
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rgbeffects.colorcorrection_steelseries |
Controls how RGB values are mapped to LED lights on SteelSeries devices | rgbeffects | variable | (1.50, 1.50, 1.50) |
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rgbeffects.enabled |
Enables RGB lighting effects (supports SteelSeries and Razer) | rgbeffects | variable | True |
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rottingflies.hide |
Disables the corpse flies | rottingflies | variable | False |
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rrp.enabled |
Toggles the Rust Render Pipeline | rrp | variable | False |
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rustnav.drawoffsety |
rustnav | variable | 0.5 |
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satellite.map_lerp_time |
Seconds for the on-map targeting marker to ease to its new position after a thruster fires | satellite | variable | 1.5 |
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satellite.show_thruster_effects |
Editor only: reveal each thruster's effect on the control buttons for testing | satellite | variable | True |
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scenetoprefab.monument_scenes_enabled |
scenetoprefab | variable | False |
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screenshot.hiresscreenshotcustomwidth |
Set a custom width for takehiresscreenshot and takehirestransparentscreenshot. Set to 0 to use default size. | screenshot | variable | 0 |
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searchlight.debugvolumetrics |
searchlight | variable | False |
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shadowcaching.enabled |
shadowcaching | variable | False |
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shadowcaching.enabledistancebasedframerates |
shadowcaching | variable | True |
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shadowcaching.enableframeratelimiting |
shadowcaching | variable | True |
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shadowcaching.maxframeratedistance |
shadowcaching | variable | 0.1 |
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shadowcaching.minframeratedistance |
shadowcaching | variable | 10 |
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.