Rust Console Commands

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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
CommandDescriptionCategoryTypeDefaultPermission
graphics.branding (Generated) When enabled, shows the Facepunch/Rust branding watermark on screen graphics variable True
graphics.chat (Generated) When enabled, the chat window is displayed; also gated by global.canChat graphics variable True
graphics.collapserenderers Collapse objects on renderer LODs for memory savings. Game needs to be restarted after changing. graphics variable True
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
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
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
graphics.disableanimatorlod Disable all animator LODs. This will seriously degrade performance! graphics variable False
graphics.disablelightlod Disable all light LODs. This will seriously degrade performance! graphics variable False
graphics.disableparticlelod Disable all particle LODs. This will seriously degrade performance! graphics variable False
graphics.dlaa (Generated) When enabled, activates NVIDIA DLAA (Deep Learning Anti-Aliasing) instead of DLSS upscaling; requires a DLSS-capable GPU graphics variable False
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
graphics.dof (Generated) When enabled, activates the depth-of-field post-processing effect, blurring objects outside the focal distance graphics variable False
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
graphics.dof_barrel (Generated) Admin/cinematic: barrel distortion amount applied to the depth-of-field effect graphics variable 0
graphics.dof_blur (Generated) Depth-of-field blur intensity multiplier; higher values produce a stronger blur on out-of-focus areas graphics variable 1
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
graphics.dof_focus_dist distance from camera to focus on graphics variable 10
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
graphics.dof_kernel_count Goes from 0 - 3, higher = more dof samples but slower perf graphics variable 0
graphics.dof_mode 0 = auto 1 = manual 2 = dynamic based on target graphics variable 0
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
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
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
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
graphics.graphics_jobs_sync_point 0 = EndOfFrame, 1 = AfterScriptUpdate (default), 2 = AfterScriptLateUpdate, 3 = WaitForPresent graphics variable 1
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
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
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
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
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
graphics.itemskins (Generated) When enabled, Steam Workshop skins are applied to items; disable to revert all items to default appearance graphics variable True
graphics.itemskintimeout (Generated) Timeout in seconds before a workshop skin download is considered failed and abandoned graphics variable 60
graphics.itemskinunload (Generated) When enabled, unreferenced workshop skin assets are unloaded from memory after the unload delay elapses graphics variable True
graphics.itemskinunloaddelay The time in seconds before a unreferenced skin is unloaded. graphics variable 120
graphics.jitterspread graphics variable 1
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
graphics.maxqueuedframes Maximum number of frames queued up by graphics driver. graphics variable -1
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
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
graphics.reflexintervalus Minimum interval in microseconds for frame synchronization. 0 = no frame rate limit graphics variable 0
graphics.reflexlatencymarker (Generated) When enabled, inserts Reflex latency markers into the render pipeline for accurate latency measurement in FrameView/FCAT graphics variable False
graphics.reflexmode (Generated) NVIDIA Reflex low-latency mode: 0 = off, 1 = on, 2 = on + boost; reduces render latency on supported GPUs graphics variable 0
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
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.