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 | |
|---|---|---|---|---|---|---|
shadowcaching.updatemaxframerate |
shadowcaching | variable | 60 |
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shadowcaching.updateminframerate |
shadowcaching | variable | 15 |
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shoutcaststreamer.allowinternetstreams |
(Generated) When enabled, internet radio streaming via boomboxes and other audio entities is permitted; saved between sessions | shoutcaststreamer | variable | True |
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shoutcaststreamer.debugstreams |
(Generated) When enabled, logs debug information about active Shoutcast stream connections and audio buffer state; admin-only | shoutcaststreamer | variable | False |
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shoutcaststreamer.maxaudiostreams |
(Generated) Maximum number of simultaneous Shoutcast/internet audio streams that can be active at once; default 3; saved between sessions | shoutcaststreamer | variable | 3 |
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shoutcaststreamer.streaminganalytics |
(Generated) When enabled, telemetry events are sent for audio stream interactions such as play, stop, and error events | shoutcaststreamer | variable | True |
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signage.texturerequestdistance |
(Generated) Maximum distance in metres at which signs request their texture from the server; signs beyond this range defer texture loading | signage | variable | 100 |
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socket_free_snappable.debugsnapping |
(Generated) When enabled, draws debug visualisations for deployable snapping calculations showing candidate snap points and distances | socket_free_snappable | variable | False |
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socket_free_snappable.snappingmode |
The current snapping mode for deployables. | socket_free_snappable | variable | 2 |
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spraycan.debugmeshsnapping |
spraycan | variable | False |
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spraycan.useaccuratemeshsnapping |
spraycan | variable | True |
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sss.enabled |
(Generated) Enables the sub-surface scattering post-process effect on character skin, giving skin a translucent appearance under direct lighting | sss | variable | True |
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sss.halfres |
(Generated) Renders the sub-surface scattering effect at half resolution, halving the GPU cost at the expense of slight softness in skin shading | sss | variable | True |
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sss.quality |
(Generated) Sub-surface scattering quality level; deprecated and no longer used in current builds | sss | variable | 0 |
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sss.scale |
(Generated) Controls the intensity of the sub-surface scattering effect; higher values make skin appear more translucent under direct light | sss | variable | 1 |
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steam.use_steam_nicknames |
(Generated) When enabled, displays other players Steam display names in chat and UI; disabling falls back to their in-game names | steam | variable | True |
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store.extraitems |
Adds items to the store for testing purposes. add_items itemid,itemid2,itemid3,... | store | variable | |||
store.generalitemtests |
store | variable | ||||
store.inventorymode |
0 = steam, 1 = random, 2 = empty, 3 = full | store | variable | 0 |
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store.limiteditemtests |
store | variable | ||||
store.overridecurrency |
(Generated) Overrides the currency code used in the item store for testing price display in different regional currencies | store | variable | |||
store.preloadweeklyskins |
(Generated) When enabled, weekly item store skins are preloaded in the background on connect to avoid pop-in when opening the store | store | variable | True |
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strobelight.forceoff |
strobelight | variable | False |
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system.auto_cpu_affinity |
Automatically set CPU affinity to recommended cores (eg. 3D V-cache cores) | system | variable | True |
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techtreedialog.multi_unlock_delay |
Delay between unlocks for the tech tree multi-unlock animation | techtreedialog | variable | 0.1 |
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terrain.alwaysdepthprepass |
Profiling only: run the terrain depth prepass every frame over the full terrain, using the main args buffer instead of the hole-culled depth prepass buffers. Normally the prepass only runs when holes are visible and only covers the near LOD. | terrain | variable | False |
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terrain.culling |
Terrain cell shadow aware camera culling | terrain | variable | True |
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terrain.geometryclipmaps |
Use geometry clipmaps terrain renderer | terrain | variable | True |
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terrain.quality |
(Generated) Controls terrain rendering quality (0-100) including heightmap resolution and detail mesh density; lower values improve performance significantly on large maps | terrain | variable | 100 |
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territory.preview |
Preview every territory grid tile on the map, owned or not. Requires the grid to exist on the server | territory | variable | False |
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texture.add_all_cameras |
(Debug) QualitySettings.streamingMipmapsAddAllCameras | texture | variable | False |
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texture.discard_unused_mips |
(Debug) Texture.streamingTextureDiscardUnusedMips | texture | variable | False |
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texture.force_load_all |
(Debug) Texture.streamingTextureForceLoadAll | texture | variable | False |
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texture.max_file_io_requests |
(Debug) QualitySettings.streamingMipmapsMaxFileIORequests | texture | variable | 1024 |
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texture.max_level_reduction |
(Debug) QualitySettings.streamingMipmapsMaxLevelReduction | texture | variable | 7 |
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texture.memory_budget |
(Debug) QualitySettings.streamingMipmapsMemoryBudget | texture | variable | 5120 |
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texture.memory_budget_factor |
How much of the available VRAM should be used for texture memory. Default is 1 (all of VRAM). Only increase this if you often encounter blurry textures. | texture | variable | 1 |
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texture.memory_vram_factor |
What percentage (0 - 1) of the VRAM you want to attempt to use for texture memory. Optimal memory budget will be set based on this value. Default is 1, Max: 2, Min: 0.5 | texture | variable | 40 |
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texture.renderers_per_frame |
(Debug) QualitySettings.streamingMipmapsRenderersPerFrame | texture | variable | 128 |
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texture.streaming |
Enable automatic streaming of texture mipmap levels based on their distance from all active cameras. | texture | variable | False |
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texture.streaming_active |
(Debug) QualitySettings.streamingMipmapsActive | texture | variable | True |
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texture.streamingbudgetoverride |
texture | variable | 0 |
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texture.use_dynamic_memory_budget_adjustments |
(Debug) Toggles dynamic memory budget adjustments. Enabled by default. Only disable for debugging purposes! | texture | variable | True |
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toolgun.classiceffects |
toolgun | variable | False |
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translate.overrideculture |
translate | variable | ||||
tree.meshes |
(Generated) Maximum number of full-resolution tree mesh LODs rendered at any one time; reducing this lowers GPU cost when many trees are visible | tree | variable | 100 |
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tree.quality |
(Generated) Controls tree rendering quality (0-100); lower values switch trees to lower-polygon LODs sooner, improving GPU performance when many trees are visible | tree | variable | 100 |
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triggerbase.useexcludelayers |
(Generated) When enabled, triggers use an exclude layer mask to filter out specific physics layers from trigger detection; toggling clears or sets all active triggers | triggerbase | variable | False |
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ui.autoswitchchannel |
(Generated) When enabled, automatically switches the active chat channel to match the context (global/team/local) of the last received message | ui | variable | True |
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ui_dropscontroller.show_placeholder_drop_data |
(Generated) When enabled, shows placeholder/test drop data in the drops controller UI instead of live manifest data; saved between sessions | ui_dropscontroller | variable | False |
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.