Rust Console 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.
3,590 commands
| Command | Description | Category | Type | Default | Permission | |
|---|---|---|---|---|---|---|
graphics.branding |
(Generated) When enabled, shows the Facepunch/Rust branding watermark on screen | graphics | variable | True |
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graphics.chat |
(Generated) When enabled, the chat window is displayed; also gated by global.canChat | graphics | variable | True |
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graphics.collapserenderers |
Collapse objects on renderer LODs for memory savings. Game needs to be restarted after changing. | graphics | variable | True |
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graphics.compass |
Compass display mode: 0 = hidden, 1 = always visible, 2 = visible whilst Compass keybind is held, 3 = visible when Compass keybind is toggled | graphics | variable | 1 |
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graphics.contactshadows |
(Generated) When enabled, renders screen-space contact shadows to add fine-detail shadows at object contact points not covered by shadow maps | graphics | variable | False |
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graphics.detailed_postprocessing_profiling |
(Generated) When enabled, outputs detailed per-pass profiling data for the post-processing stack to the profiler; useful for identifying expensive post-processing passes | graphics | variable | False |
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graphics.disableanimatorlod |
Disable all animator LODs. This will seriously degrade performance! | graphics | variable | False |
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graphics.disablelightlod |
Disable all light LODs. This will seriously degrade performance! | graphics | variable | False |
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graphics.disableparticlelod |
Disable all particle LODs. This will seriously degrade performance! | graphics | variable | False |
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graphics.dlaa |
(Generated) When enabled, activates NVIDIA DLAA (Deep Learning Anti-Aliasing) instead of DLSS upscaling; requires a DLSS-capable GPU | graphics | variable | False |
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graphics.dlss |
(Generated) NVIDIA DLSS upscaling quality preset: -1 = off, 0 = ultra performance, 1 = performance, 2 = balanced, 3 = quality, 4 = ultra quality | graphics | variable | -1 |
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graphics.dof |
(Generated) When enabled, activates the depth-of-field post-processing effect, blurring objects outside the focal distance | graphics | variable | False |
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graphics.dof_aper |
(Generated) Depth-of-field aperture (f-stop); lower values produce a shallower depth of field with more background blur | graphics | variable | 12 |
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graphics.dof_barrel |
(Generated) Admin/cinematic: barrel distortion amount applied to the depth-of-field effect | graphics | variable | 0 |
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graphics.dof_blur |
(Generated) Depth-of-field blur intensity multiplier; higher values produce a stronger blur on out-of-focus areas | graphics | variable | 1 |
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graphics.dof_debug |
(Generated) Admin/cinematic: when enabled, draws a debug overlay showing the depth buffer and circle of confusion for DoF tuning | graphics | variable | False |
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graphics.dof_focus_dist |
distance from camera to focus on | graphics | variable | 10 |
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graphics.dof_focus_lookingat |
(Generated) Admin cinematic: sets the depth-of-field focus to the point the CameraMan is currently looking at; only works when CameraMan is active | graphics | client | |||
graphics.dof_focus_target |
(Generated) Sets a player or entity as the live depth-of-field focus target by name/entity ID; the DoF focus distance tracks the target while set | graphics | client | |||
graphics.dof_focus_time |
(Generated) Time in seconds for the depth-of-field focus distance to lerp to a new target when auto or dynamic mode is active | graphics | variable | 0.2 |
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graphics.dof_kernel_count |
Goes from 0 - 3, higher = more dof samples but slower perf | graphics | variable | 0 |
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graphics.dof_mode |
0 = auto 1 = manual 2 = dynamic based on target | graphics | variable | 0 |
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graphics.dof_nudge |
(Generated) Adjusts the current manual depth-of-field focus distance by the given amount in metres; negative values bring focus closer | graphics | client | |||
graphics.dof_squeeze |
(Generated) Admin/cinematic: anamorphic squeeze factor applied to DoF bokeh shapes; 0 = circular, positive values = oval/anamorphic | graphics | variable | 0 |
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graphics.drawdistance |
(Generated) Maximum camera draw distance in metres; objects beyond this distance are culled; lower values improve GPU performance at the cost of view distance | graphics | variable | 2500 |
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graphics.fov |
(Generated) Camera field of view in degrees, clamped between 70 and 90; higher values provide a wider view but can cause edge distortion | graphics | variable | 75 |
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graphics.globalmipbias |
Sets the global mip map bias for (nearly) all surface textures. (-2..+2) Should be -0.5 to correct blurriness from bilinear filtering and -1.5 when TAA is enabled. | graphics | variable | 0 |
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graphics.graphics_jobs_sync_point |
0 = EndOfFrame, 1 = AfterScriptUpdate (default), 2 = AfterScriptLateUpdate, 3 = WaitForPresent | graphics | variable | 1 |
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graphics.grassshadows |
(Generated) Developer-only: when enabled, grass geometry casts shadows; disabled by default due to performance cost on GPU shadow rendering | graphics | variable | False |
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graphics.grassshadowsenabled |
(Generated) Developer-only: when enabled, grass geometry casts shadows; disabled by default due to performance cost on GPU shadow rendering | graphics | variable | False |
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graphics.hlod |
(Generated) When enabled, hierarchical LOD (HLOD) meshes are used for distant geometry; automatically disabled when indirect instancing is active; toggling triggers a full LOD refresh | graphics | variable | True |
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graphics.hud |
(Generated) When enabled, the in-game HUD is visible; disable to hide all HUD elements (health bar, hotbar, etc.) for screenshots | graphics | variable | True |
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graphics.impostorshadows |
(Generated) When enabled, imposter (distant LOD billboard) objects cast shadows; improves visual quality of distant tree and building shadows at GPU cost | graphics | variable | False |
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graphics.itemskins |
(Generated) When enabled, Steam Workshop skins are applied to items; disable to revert all items to default appearance | graphics | variable | True |
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graphics.itemskintimeout |
(Generated) Timeout in seconds before a workshop skin download is considered failed and abandoned | graphics | variable | 60 |
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graphics.itemskinunload |
(Generated) When enabled, unreferenced workshop skin assets are unloaded from memory after the unload delay elapses | graphics | variable | True |
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graphics.itemskinunloaddelay |
The time in seconds before a unreferenced skin is unloaded. | graphics | variable | 120 |
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graphics.jitterspread |
graphics | variable | 1 |
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graphics.lodbias |
Global multiplier for the LOD's switching distance. A larger value leads to a longer view distance before a lower resolution LOD is picked. | graphics | variable | 1 |
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graphics.maxqueuedframes |
Maximum number of frames queued up by graphics driver. | graphics | variable | -1 |
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graphics.parallax |
(Generated) Terrain parallax mapping mode: 0 = off, 1 = parallax offset, 2 = parallax occlusion; higher modes improve terrain depth at GPU cost | graphics | variable | 0 |
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graphics.printlodqueues |
(Generated) Prints the current LOD master mesh queue state including pending and in-progress LOD mesh jobs | graphics | client | |||
graphics.quality |
The currently selected quality level | graphics | variable | 6 |
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graphics.reflexintervalus |
Minimum interval in microseconds for frame synchronization. 0 = no frame rate limit | graphics | variable | 0 |
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graphics.reflexlatencymarker |
(Generated) When enabled, inserts Reflex latency markers into the render pipeline for accurate latency measurement in FrameView/FCAT | graphics | variable | False |
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graphics.reflexmode |
(Generated) NVIDIA Reflex low-latency mode: 0 = off, 1 = on, 2 = on + boost; reduces render latency on supported GPUs | graphics | variable | 0 |
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graphics.renderscale |
(Generated) Internal render resolution scale (0.5-1.0); values below 1.0 render at a lower resolution then upscale, improving performance at cost of sharpness | graphics | variable | 1 |
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graphics.reportparticlesystems |
(Generated) Prints a report of all currently playing particle systems with their hierarchy path and particle count; useful for finding expensive particle effects | graphics | client | |||
graphics.reportshadowcasters |
(Generated) Prints a report of all visible shadow-casting renderers grouped by mesh name with instance counts; useful for identifying expensive shadow draw calls | graphics | client | |||
graphics.resetmipmapbias |
(Generated) Resets the post-process layer mip map bias back to the default value of 0.5 | graphics | client |
This is a searchable reference of Rust console and admin commands, covering both commands available to any player and the admin/server-owner-only ones.
Frequently Asked Questions
Press F1 while in-game to open the console, then type the command and press Enter.