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.resolution |
The current screen resolution index. | graphics | variable | 0 |
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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 |
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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 |
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graphicssettings.anisotropicfiltering |
Global anisotropic filtering mode. 0-2. Disabled, enabled per-texture, force-enabled for all textures. | graphicssettings | variable | 1 |
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graphicssettings.billboardsfacecameraposition |
If enabled, billboards will face towards camera position rather than camera orientation. | graphicssettings | variable | True |
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graphicssettings.enablelodcrossfade |
Enables or disables LOD Cross Fade. | graphicssettings | variable | True |
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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 |
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graphicssettings.numshadowcascades |
Number of cascades to use for directional light shadows. 1 = None, 2 = Two, 4 = Four | graphicssettings | variable | 2 |
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graphicssettings.particleraycastbudget |
Budget for how many ray casts can be performed per frame for approximate collision testing. | graphicssettings | variable | 1024 |
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graphicssettings.pixellightcount |
The maximum number of pixel lights that should affect any object. | graphicssettings | variable | 8 |
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graphicssettings.shadowcascades |
Number of cascades to use for directional light shadows. 1 = None, 2 = Two, 4 = Four | graphicssettings | variable | 2 |
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graphicssettings.shadowdistance |
Shadow drawing distance | graphicssettings | variable | 180 |
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graphicssettings.shadowdistancepercent |
Shadow drawing distance percentage | graphicssettings | variable | 100 |
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graphicssettings.shadowmapresolution |
The default resolution of shadow maps. 0 = Low, 1 = Medium, 2 = High, 3 = Very High | graphicssettings | variable | 3 |
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graphicssettings.shadowmaskmode |
The rendering mode of Shadowmask. 0 = Shadowmask 1 = Distance Shadowmask | graphicssettings | variable | 1 |
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graphicssettings.shadowqualitypreset |
The preset that determines all shadow settings. Low for performance, Max for the best visuals. | graphicssettings | variable | 3 |
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graphicssettings.shadowresolution |
The default resolution of shadow maps. 0 = Low, 1 = Medium, 2 = High, 3 = Very High | graphicssettings | variable | 3 |
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graphicssettings.softparticles |
Should soft blending be used for particles? | graphicssettings | variable | True |
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graphicssettings.streamingmipmapsmemorybudget |
The total amount of memory (in megabytes) to be used by streaming and non-streaming textures. | graphicssettings | variable | 64 |
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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 |
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graphics.shadowcascades |
graphics | variable | 2 |
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graphics.shadowdistance |
graphics | variable | 1000 |
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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 |
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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 |
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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 |
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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 |
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graphics.shadowquality |
graphics | variable | 1 |
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graphics.showtexeldensity |
Texture density visualization tool: 0=disabled, 1=256, 2=512, 3=1024 texel/meter | graphics | variable | 0 |
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graphics.spatiallyawareenvironmentvolumes |
Enables spatially aware environment volumes. | graphics | variable | True |
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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 |
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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 |
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graphics.usemarkerstooptimize |
(Generated) When enabled, uses Reflex pipeline stage markers to drive CPU/GPU synchronisation optimisations | graphics | variable | False |
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graphics.vclouds |
graphics | variable | 0 |
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graphics.vclouds_reproject |
(Generated) Admin-only: when enabled, volumetric clouds use temporal reprojection to amortise the rendering cost across multiple frames | graphics | variable | True |
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graphics.viewmodelcamera |
graphics | variable | True |
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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 |
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graphics.vm_fov_scale |
Whether to scale vm models with fov | graphics | variable | True |
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graphics.vm_horizontal_flip |
FLips viewmodels horizontally (for left handed players) | graphics | variable | False |
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graphics.volumetric_clouds |
(Generated) Volumetric cloud quality level mapped to VolumeClouds.Quality enum: 0 = off, 1 = low, 2 = medium, 3 = high | graphics | variable | 1 |
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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 |
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graphics.wait_for_present_sync_point |
0 = BeginFrame (default), 1 = EndFrame | graphics | variable | 0 |
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graphics.waves |
Disable larger ocean waves to test performance. Client/Rendering-side only. | graphics | variable | True |
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grass.displacement |
(Generated) Enables GPU-driven grass displacement, which pushes grass aside when players and vehicles move through it | grass | variable | True |
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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 |
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grass.instancing |
grass | variable | True |
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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.