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 | |
|---|---|---|---|---|---|---|
demo.cinematicshake_amplitude |
demo | variable | 1 |
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demo.cinematicshake_frequency |
demo | variable | 1 |
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demo.compatibilitylayer |
Enable demo compatibility layer to resolve renamed/moved prefabs from older recordings | demo | variable | False |
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demo.compressshotkeyframes |
Compresses demo shot keyframes, saving space at the cost of fidelity | demo | variable | False |
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demo.dollypreview |
Shows a picture in picture preview of the dolly camera while the demo dolly editor is open | demo | variable | True |
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demo.dollypreview_fps |
How many times a second the demo dolly editor preview re-renders | demo | variable | 20 |
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demo.dollypreview_height |
Vertical resolution of the demo dolly editor preview | demo | variable | 180 |
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demo.forcepowergridstage |
When >= 0, forces powergrid stage to return as this value during demo playback. -1 for whatever the saved value is in the demo timeline. | demo | variable | -1 |
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demo.newui |
Enables the new demo UI, can be toggled while in a demo | demo | variable | False |
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demoshotplayback.blockdofplayback |
demoshotplayback | variable | False |
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demo.showcommunityui |
(Generated) When enabled, shows community UI elements (clan tags, badges) during demo playback | demo | variable | False |
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demo.showlocalplayernametag |
(Generated) When enabled, shows the local player name tag above their head during demo playback; useful for identifying the recorded player in third-person shots | demo | variable | False |
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demo.timeline_max_zoom |
Maximum demo timeline zoom multiplier, default to 0 for auto. | demo | variable | 0 |
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demo.timescale |
(Generated) Playback speed multiplier for demo replay; 1.0 = real-time, 2.0 = double speed, 0.5 = half speed; clamped to 0-50 | demo | variable | 1 |
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demo.ui |
(Generated) When enabled, shows the demo playback control UI overlay during demo playback; disabling hides all playback controls | demo | variable | True |
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drone.windlerpspeed |
drone | variable | 0.1 |
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drone.windpositiondivisor |
drone | variable | 100 |
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drone.windpositionscale |
drone | variable | 1 |
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drone.windrotationmultiplier |
drone | variable | 45 |
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drone.windtimedivisor |
drone | variable | 10 |
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effects.antialiasing |
(Generated) Anti-aliasing mode: 0 = None, 1 = FXAA, 2 = SMAA, 3 = TSSAA (temporal); higher modes reduce jagged edges at increasing GPU cost | effects | variable | 3 |
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effects.ao |
(Generated) Enables ambient occlusion post-processing; adds contact shadows in corners and crevices, improving depth perception at a moderate GPU cost | effects | variable | True |
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effects.bloom |
(Generated) Enables bloom post-processing; causes bright light sources and emissive surfaces to bleed glow onto surrounding pixels | effects | variable | True |
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effectscalewithcameradistance.on |
(Generated) When enabled, effects that use EffectScaleWithCameraDistance will scale their size based on the distance from the camera; disable to use fixed size | effectscalewithcameradistance | variable | True |
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effects.creationeffects |
(Generated) When enabled, plays visual effects (sparks, dust, etc.) when objects are built or placed in the world | effects | variable | True |
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effects.footsteps |
(Generated) When enabled, plays footstep sounds for the local player; disabling silences footsteps without affecting other audio | effects | variable | True |
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effects.hurtoverlay |
(Generated) Enables the blood/damage overlay displayed on-screen when the player takes damage; disable to reduce visual clutter when injured | effects | variable | True |
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effects.hurtoverleyapplylighting |
(Generated) When enabled, the hurt overlay is tinted by the current scene lighting rather than displayed as a flat colour, making it blend more naturally with the environment | effects | variable | True |
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effects.lensdirt |
(Generated) Enables lens dirt overlay; adds a subtle dirt/smudge texture to the camera lens bloom, simulating a dirty camera sensor | effects | variable | True |
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effects.maxgibdist |
(Generated) Maximum distance in metres at which gib objects are visible and simulated; gibs beyond this range are culled to save CPU and GPU | effects | variable | 150 |
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effects.maxgiblife |
(Generated) Maximum lifetime in seconds a gib object is kept alive before being automatically removed, regardless of the gib budget | effects | variable | 10 |
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effects.maxgibs |
(Generated) Maximum number of gib (debris) objects that can exist in the world simultaneously; excess gibs are culled oldest-first to stay within this budget | effects | variable | 1000 |
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effects.mingiblife |
(Generated) Minimum lifetime in seconds a gib object persists before it can be destroyed by the gib budget cull | effects | variable | 5 |
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effects.motionblur |
(Generated) Enables motion blur post-processing; blurs fast-moving objects and camera rotations to simulate camera shutter exposure | effects | variable | True |
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effects.otherplayerslightflares |
(Generated) When enabled, renders light flare effects on torch flames and other light sources held or worn by other players; disable to reduce visual noise in crowded areas | effects | variable | True |
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effects.shafts |
(Generated) Enables god ray / light shaft effects; renders volumetric light beams through foliage and openings, increasing atmospheric quality | effects | variable | True |
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effects.sharpen |
(Generated) Enables sharpening post-processing pass; enhances fine detail and edge contrast, particularly useful when TSSAA softens the image | effects | variable | True |
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effects.showoutlines |
Show outlines of objects when applicable i.e. dropped items | effects | variable | True |
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effects.vignet |
(Generated) Enables vignette post-processing; darkens the screen edges to draw focus toward the centre of the view | effects | variable | True |
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env.cloudmovement |
(Generated) When enabled, cloud layers move across the sky over time; disabling freezes clouds in place for consistent lighting or screenshots | env | variable | True |
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env.cloudrotation |
(Generated) Current rotation angle of the cloud layer in degrees; can be set to reposition clouds for lighting tests or screenshots | env | variable | 0 |
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env.nightlight_debugcamera_enabled |
Toggles nightlight screen effect when using debug camera | env | variable | False |
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env.nightlight_enabled |
(Generated) When enabled, ambient night lighting is applied at night; disabling makes nights pitch-black for horror or specific event scenarios | env | variable | True |
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env.skyrotation |
(Generated) Rotates the entire sky environment (including sun and moon positions) by the given angle; useful for controlling light direction without changing time of day | env | variable | 0 |
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espcanvas.colourcodeteams |
(Generated) Admin-only: when enabled, ESP player info elements are coloured by team membership using the configured team colour IDs | espcanvas | variable | False |
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espcanvas.disableocclusionchecks |
(Generated) Admin-only: when enabled, occlusion checks are skipped for ESP player info elements so they are always visible regardless of walls | espcanvas | variable | False |
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espcanvas.maxnameplates |
Max amount of nameplates to show at once | espcanvas | variable | 32 |
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espcanvas.nameplateautosize |
Admin-only: Should the nameplates size dynamically change based on distance? | espcanvas | variable | False |
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espcanvas.nameplateautosize_falloff |
Admin-only: Nameplate falloff distance for autosizing (smaller values cause the text to shrink at closer distances). | espcanvas | variable | 50 |
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espcanvas.overridemaxdisplaydistance |
(Generated) Admin-only: overrides the maximum distance at which ESP player info elements are shown; 0 = use default distance | espcanvas | variable | 0 |
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.