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.resolution The current screen resolution index. graphics variable 0
graphics.resolutions Display a list of available resolutions. graphics client
graphics.runallshadowpresetsperformancetests (Generated) Developer-only: sequentially runs shadow performance benchmarks for all shadow quality presets and logs comparative timing results graphics client
graphics.runshadowpresetperformancetest (Generated) Developer-only: runs a shadow rendering performance benchmark using the currently selected shadow preset and logs timing results graphics client
graphics.screenmode The current screen mode. graphics variable 0
graphics.setmipmapbias (Generated) Sets the global mip map bias for the post-process layer ; lower values use lower-resolution mip maps to save VRAM graphics client 0.5-1.0
graphicssettings.anisotropicfiltering Global anisotropic filtering mode. 0-2. Disabled, enabled per-texture, force-enabled for all textures. graphicssettings variable 1
graphicssettings.billboardsfacecameraposition If enabled, billboards will face towards camera position rather than camera orientation. graphicssettings variable True
graphicssettings.enablelodcrossfade Enables or disables LOD Cross Fade. graphicssettings variable True
graphicssettings.globaltexturemipmaplimit Indicates how many of the highest-resolution mips of each texture Unity does not upload at the given quality level. graphicssettings variable 0
graphicssettings.numshadowcascades Number of cascades to use for directional light shadows. 1 = None, 2 = Two, 4 = Four graphicssettings variable 2
graphicssettings.particleraycastbudget Budget for how many ray casts can be performed per frame for approximate collision testing. graphicssettings variable 1024
graphicssettings.pixellightcount The maximum number of pixel lights that should affect any object. graphicssettings variable 8
graphicssettings.shadowcascades Number of cascades to use for directional light shadows. 1 = None, 2 = Two, 4 = Four graphicssettings variable 2
graphicssettings.shadowdistance Shadow drawing distance graphicssettings variable 180
graphicssettings.shadowdistancepercent Shadow drawing distance percentage graphicssettings variable 100
graphicssettings.shadowmapresolution The default resolution of shadow maps. 0 = Low, 1 = Medium, 2 = High, 3 = Very High graphicssettings variable 3
graphicssettings.shadowmaskmode The rendering mode of Shadowmask. 0 = Shadowmask 1 = Distance Shadowmask graphicssettings variable 1
graphicssettings.shadowqualitypreset The preset that determines all shadow settings. Low for performance, Max for the best visuals. graphicssettings variable 3
graphicssettings.shadowresolution The default resolution of shadow maps. 0 = Low, 1 = Medium, 2 = High, 3 = Very High graphicssettings variable 3
graphicssettings.softparticles Should soft blending be used for particles? graphicssettings variable True
graphicssettings.streamingmipmapsmemorybudget The total amount of memory (in megabytes) to be used by streaming and non-streaming textures. graphicssettings variable 64
graphics.shaderlod (Generated) Global shader LOD level 1-6; lower values disable expensive shader features (e.g. parallax, specular) for better performance on low-end hardware graphics variable 6
graphics.shadowcascades graphics variable 2
graphics.shadowdistance graphics variable 1000
graphics.shadowfilteringquality (Generated) Developer-only: shadow PCF filtering quality 0-3; higher values use more shadow map samples for softer edges; also updates shadowmode and shader keywords graphics variable 1
graphics.shadowfilterquality (Generated) Developer-only: shadow PCF filtering quality 0-3; higher values use more shadow map samples for softer edges; also updates shadowmode and shader keywords graphics variable 1
graphics.shadowlights (Generated) Maximum number of lights that can cast real-time shadows simultaneously; clamped to a minimum of 1; higher values improve shadow coverage at GPU cost graphics variable 1
graphics.shadowmode (Generated) Shadow quality mode: 1 = hard, 2 = soft (PCF), 3 = high quality (PCSS), 4 = very high quality; higher modes are more expensive graphics variable 2
graphics.shadowquality graphics variable 1
graphics.showtexeldensity Texture density visualization tool: 0=disabled, 1=256, 2=512, 3=1024 texel/meter graphics variable 0
graphics.spatiallyawareenvironmentvolumes Enables spatially aware environment volumes. graphics variable True
graphics.uiscale (Generated) UI scale multiplier clamped between 0.5 and 1.0; lower values shrink all UI elements to fit more on screen graphics variable 1
graphics.upscalingmipbias Sets the upscaling mip map bias (-1..0) that is applied on top of the global mip bias when upscaling. (DLSS) graphics variable 0
graphics.usemarkerstooptimize (Generated) When enabled, uses Reflex pipeline stage markers to drive CPU/GPU synchronisation optimisations graphics variable False
graphics.vclouds graphics variable 0
graphics.vclouds_reproject (Generated) Admin-only: when enabled, volumetric clouds use temporal reprojection to amortise the rendering cost across multiple frames graphics variable True
graphics.viewmodelcamera graphics variable True
graphics.viewmodeldepth (Generated) When enabled, the view model (held weapon/item) uses a separate depth buffer pass to prevent clipping into geometry graphics variable True
graphics.vm_fov_scale Whether to scale vm models with fov graphics variable True
graphics.vm_horizontal_flip FLips viewmodels horizontally (for left handed players) graphics variable False
graphics.volumetric_clouds (Generated) Volumetric cloud quality level mapped to VolumeClouds.Quality enum: 0 = off, 1 = low, 2 = medium, 3 = high graphics variable 1
graphics.vram_report (Generated) Returns a formatted VRAM usage report showing estimated memory usage for meshes, textures, render targets, and total graphics memory graphics client
graphics.vsync Represents the number of vertical syncs that should pass between each frame. An integer in the range of 0-4. graphics variable 0
graphics.wait_for_present_sync_point 0 = BeginFrame (default), 1 = EndFrame graphics variable 0
graphics.waves Disable larger ocean waves to test performance. Client/Rendering-side only. graphics variable True
grass.displacement (Generated) Enables GPU-driven grass displacement, which pushes grass aside when players and vehicles move through it grass variable True
grass.distance (Generated) Maximum draw distance in metres for grass instances; lower values cull grass sooner, reducing GPU vertex cost in open areas grass variable 100
grass.instancing grass variable True
grass.maxthreads (Generated) Maximum number of CPU threads used for grass placement calculations; higher values speed up grass refresh at the cost of thread contention grass variable 8

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.