F1 console commands

Press F1 in game, type the command, press enter. Tap any command to copy it.

98 of the 110 below are marked verified: their names were read out of cfg/client.cfg in a current Rust install, which is the game writing down its own settings. The rest are console commands rather than saved settings, so they don’t appear in that file and couldn’t be checked the same way.

Getting around the console

Opens and closes the console. This is what F1 is bound to by default — worth knowing if you ever rebind it.

Ties a console command to a key. Anything on this page can be bound.

bind f3 "graphics.fov 90"

Clears a bind. Use bind_default's list in cfg/keys_default.cfg if you want the original back.

Lists every command containing that text. The fastest way to discover things this page doesn't cover — try find graphics.

Kills you. Faster than bleeding out, and the standard way to get back to a bag when you're stuck.

Respawns you on the beach.

Prints your recent damage exchanges — who hit you, with what, for how much, and at what range. The way to settle whether you were beamed or just missed.

Leaves the server without going through the menu.

verified

Toggles the red error spam that sometimes covers the screen. Turning it off hides errors rather than fixing them.

0 off, 1 on

verified

Reconnects to the last server automatically. Handy over a wipe restart, annoying otherwise.

0 off, 1 on

verified

Puts favourites at the top of the server browser.

0 off, 1 on

Electricity and industrial

verified

Controls how the flow arrows on wires and pipes are drawn. Worth trying both ways when you're tracing a big build and the arrows are hard to follow.

integer mode

verified

Limits flow arrows to the connections that matter instead of every run. Cuts a lot of visual noise inside a dense industrial room.

0 all, 1 important only

verified

Sets the highlight colour used when you have an industrial deployable selected. Useful if the default is hard to pick out against your walls.

colour index

verified

Same idea for buttons.

colour index

verified

Draws the range volumes for things that have one — sensors, sprinklers and similar. Saves guessing at coverage.

0 off, 1 on

verified

Recolours input-side flow arrows.

colour index

verified

Recolours output-side flow arrows. Pair it with the input one if you can't tell the two apart at a glance.

colour index

verified

Shows the plant readout on growables. Relevant if your industrial run feeds planters.

0 off, 1 on

Performance and FPS

verified

Caps your framerate. Capping slightly below what your machine can actually hold usually gives steadier frametimes than leaving it uncapped.

0 for uncapped, otherwise the cap

verified

Framerate cap while Rust isn't the focused window. Stops it eating the GPU when you alt-tab.

frames per second

verified

Renders the 3D scene at a fraction of your resolution and scales it up. The single biggest GPU lever there is — the UI stays sharp either way.

1 = native, below 1 = faster and softer

verified

DLSS mode, on NVIDIA cards that support it. Generally a better trade than dropping render scale by hand.

0 off, higher = more aggressive

verified

DLAA — DLSS's anti-aliasing at full resolution. Costs performance rather than saving it, but it is the cleanest image available.

0 off, 1 on

verified

How far the world is drawn. Cutting this hides terrain and buildings you might want to see, so it's a worse first move than render scale.

distance in metres

verified

How eagerly the game swaps to lower-detail models. Lower is faster and pops more.

around 1 is neutral

verified

How many lights are allowed to cast shadows. A big one inside a lit base.

count

verified

Shadow quality mode.

integer mode

verified

Short-range contact shadows. Cheap to turn off, small visual loss.

0 off, 1 on

verified

Vertical sync. Off gives lower input lag and tearing; on gives the reverse.

0 off, 1 on

verified

How many frames the CPU may run ahead of the GPU. Fewer means less input lag and, if you're GPU-bound, fewer frames.

typically 1 to 3

verified

Grass bending as things move through it. Off is faster, and it also stops grass showing where someone walked.

0 off, 1 on

verified

Grass density and draw distance.

0 upward

verified

Water detail. Cheap to lower if you're not on the coast much.

0 upward

verified

Reflections on water, which are expensive out of proportion to how much you look at them.

0 off

verified

Tree detail and how far out full tree meshes are used.

0 upward

verified

Terrain detail.

0 upward

verified

Model detail generally.

0 upward

verified

Edge smoothing. Ignored if you're running DLSS or DLAA.

0 off

verified

Ambient occlusion — the soft darkening in corners. Off is a common FPS setting.

0 off, 1 on

verified

Glow around bright things. Off is cheaper and makes night fighting less blinding.

0 off, 1 on

verified

Motion blur. Almost universally turned off.

0 off, 1 on

verified

Smeary lens overlay when looking at bright light. Off.

0 off, 1 on

verified

Sun shafts. Pretty, costs frames, and can wash out a doorway you're watching.

0 off, 1 on

verified

How much debris is kept around after things break. Lower it if demolishing or raiding tanks your frames.

count

verified

Reuses shadow maps between frames instead of redrawing them. Usually a straight gain.

0 off, 1 on

verified

Stops drawing players past a distance. Helps on big servers — and cutting it too aggressively means not seeing someone you could have.

0 off, 1 on

verified

Memory the garbage collector is allowed before it runs. Raising it trades RAM for fewer stutters, and is one of the more commonly shared FPS tweaks.

megabytes

verified

The performance readout in the corner. 5 is the detailed one — FPS, frametime, memory, latency.

0 off, up to 5

verified

Network graph. Tells you whether a bad fight was your frames or your connection.

0 off, 1 on

View, aim and crosshair

verified

Field of view. The in-game slider stops before the console does.

degrees

verified

Whether the held weapon scales with your FOV. Off keeps the gun looking the same no matter what FOV you run.

0 off, 1 on

verified

Puts the gun on the left. Some people find it blocks less of the screen.

0 off, 1 on

verified

Stops the held weapon clipping into walls.

0 off, 1 on

verified

Mouse sensitivity, to more decimal places than the slider allows.

decimal

verified

Sensitivity multiplier while aiming down sights.

decimal

verified

Aim as a toggle instead of hold.

0 hold, 1 toggle

verified

Crouch as a toggle instead of hold.

0 hold, 1 toggle

verified

Sprint without holding shift.

0 off, 1 on

verified

Camera bob while moving. Lower is steadier.

0 for none

verified

How much the camera kicks when you take damage.

0 for none

verified

Limits screen shake from explosions.

0 off, 1 on

verified

The crosshair itself.

0 off, 1 on

verified

Which crosshair shape you get. The rest of the crosshair.* family tunes it.

style index

verified

Length of each crosshair arm.

pixels

verified

Gap in the middle.

pixels

verified

Line thickness.

pixels

verified

Centre dot size. 0 removes it.

pixels

verified

Outline thickness, which is what keeps the crosshair visible against a light background.

pixels

verified

Crosshair colour.

colour index

verified

Whether the crosshair opens up as your accuracy drops.

0 static, 1 dynamic

verified

The hit marker.

0 off, 1 on

verified

How close you have to be aiming at something for its tooltip to appear. Wider means fewer fights with a door you can't quite target.

radius

verified

Recoil compensation setting.

0 off, 1 on

Interface and QoL

verified

Size of the whole interface. Lower gets the hotbar and health out of the way on a big screen.

around 1 is default

verified

Size of the console text specifically.

around 1 is default

verified

The Rust logo in the corner.

0 off, 1 on

verified

The compass strip.

0 off, 1 on

verified

Chat display.

0 off, 1 on

verified

Team nametags.

0 off, 1 on

verified

The little key numbers on the hotbar.

0 off, 1 on

verified

The "hold E" prompt.

0 off, 1 on

verified

Tip popups.

0 off, 1 on

verified

Shows how many of a thing you picked up.

0 off, 1 on

verified

Hides your Steam name and other identifying details.

0 off, 1 on

verified

Censors nudity. On by default, and the reason people go looking for the console in the first place.

0 off, 1 on

verified

Blood effects.

0 off, 1 on

verified

Reduces flashing effects.

0 off, 1 on

verified

Interface language.

language code

verified

Bag markers on the map.

0 off, 1 on

verified

Vending machine markers on the map.

0 off, 1 on

verified

How the placement guides are drawn while building.

integer mode

verified

Health readout when you look at a block with a hammer.

0 off, 1 on

verified

Second hotbar row.

0 off, 1 on

Audio and voice

verified

Master volume, in finer steps than the slider.

0 to 1

verified

Game sound volume.

0 to 1

verified

Music. Most people set this to 0 so it can't cover footsteps.

0 to 1

verified

Other players' voice chat.

0 to 1

verified

Instruments.

0 to 1

verified

Speaker configuration. Getting this right matters for hearing direction.

integer mode

verified

Plays your own mic back to you, so you can check it works without asking anyone.

0 off, 1 on

verified

Push to talk rather than open mic.

0 open mic, 1 push to talk

Admin and sandbox

Fly through the world. Admin only — needs auth level on the server.

verified

How fast noclip moves, with separate slow and fast values in the same family.

speed

verified

Godmode. Admin only.

0 off, 1 on

Teleports you to your map marker. Admin only, and the fastest way to move around a sandbox server while testing.

Deletes whatever you're looking at. Admin only. Useful for clearing a test build; there is no undo.

Free camera, detached from your body. The whole debug.debugcamera_* family saves and restores its position.

verified

Debug camera field of view.

degrees

verified

Debug camera distance when orbiting something.

metres

Binding a command to a key

Anything here can go on a key. bind f3 "graphics.fov 90" gives you a wide FOV on demand; bind a second key to put it back.

Binds are saved to cfg/keys.cfg, and the defaults live next to it in keys_default.cfg — that file is where to look if you rebind something and want the original back.

Finding commands this page doesn’t list

find <text> in the console lists every command containing that text. Rust has far more than are worth writing down; this page is the ones that come up.