Fotogramas que realmente puedes recuperar
Sin configuración mágica. Tres banderas de lanzamiento que el reproductor de Unity realmente lee, los ajustes gráficos que cuestan fotogramas reales, y una breve lista de las banderas que todos copian y que no hacen nada en absoluto.
Dinos qué tienes
Ambas respuestas cambian las opciones de inicio y la columna de ajustes de abajo.
6-8 core CPU, 16-32 GB RAM, mid-tier GPU. Target: 100-144 FPS at 1080p/1440p.
Pégalo en Steam
Biblioteca de Steam → clic derecho en Rust → Propiedades → General → Opciones de inicio. Tres parámetros, y cada uno hace algo medible.
-window-mode exclusive -gc.buffer 2048 -force-d3d11-window-mode exclusive
Forces true exclusive fullscreen instead of borderless, which removes the desktop compositor from the present path and measurably lowers input lag.
-gc.buffer 2048
Bumps the garbage-collection buffer to 2048 MB so the client collects less often, which is what most Rust stutter actually is.
-force-d3d11
Pins the mature, well-optimised DirectX 11 renderer, which is also the path Nvidia driver threading and Reflex are tuned for.
On Nvidia cards, set Reflex to "On + Boost" in the graphics options: it cuts end-to-end input latency by up to 38% by keeping the render queue from backing up, and it costs you nothing in average FPS.
8 controles, ordenados por lo que te cuestan
Recomendaciones para el nivel Mid-range. Todo lo demás en el menú gráfico es ruido en comparación.
| Ajuste | Impacto en FPS | Recomendación |
|---|---|---|
| Shadow Quality Shadow cascades are the single most expensive thing the Rust renderer draws, so cutting them back frees more frames than any other slider. | Alto | 1 cascade, short distance |
| Grass Displacement Displacement recalculates the grass mesh around every moving player each frame, so it costs FPS exactly when a fight starts. | Alto | Off |
| LOD Bias / Object Quality LOD bias decides how early high-poly meshes swap down to cheap ones, which is what dictates your draw-call load inside bases and monuments. | Alto | 0.75-1 |
| Water Quality + Reflections Real-time water reflections re-render the scene a second time, so leaving them on can halve your frame rate on any coastal base. | Alto | Simple, reflections off |
| Anti-Aliasing FXAA is a cheap post-process pass while the temporal modes cost real frames and smear moving targets at range. | Medio | FXAA |
| Graphics Quality This is a master preset that silently re-enables the expensive sub-settings, so set it first and only then tune the individual sliders. | Medio | Good |
| Draw Distance Draw distance is mostly a CPU cost, and dropping it too far trades frames for losing long-range spotting you need in open terrain. | Medio | Medium-High |
| Occlusion Culling Culling spends CPU time to skip hidden geometry, which is a clear win in dense bases and monuments but can lose frames in open fields. | Situacional | Test both ways |
Copiados durante años, siguen sin hacer nada
Aparecen en todas las listas de opciones de inicio de internet. El reproductor de Unity no los lee.
-high
Cargo cult: the Unity player does not parse this flag, and Windows already schedules the foreground game sensibly — forcing high priority mostly starves the audio and network threads.
-USEALLAVAILABLECORES
Cargo cult imported from Unreal Engine games; Unity does not recognise it and already threads its job system across every core it can use.
-malloc=system
Cargo cult copied from Unreal Engine launch-option lists; Unity does not recognise it, so it changes nothing about how Rust allocates memory.
Abre la consola con F1 y escribe perf 2 antes y después de cambiar algo. Muestra FPS, memoria y estadísticas de recolección de basura en pantalla, que es la única forma honesta de saber si un parámetro movió algo en tu máquina. Todo esto depende del parche: Facepunch renombra opciones gráficas y el reproductor de Unity deja de honrar los parámetros de inicio silenciosamente entre actualizaciones del renderizador, así que vuelve a comprobar después de un parche grande del cliente. El resto de la consola está en la referencia de comandos.