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FPS Calculator

Frames you can actually get back

No magic config. Three launch flags the Unity player really reads, the graphics settings that cost real frames, and a short list of the flags everyone copies that do nothing at all.

Your machine

Tell it what you are running

Both answers change the launch options and the settings column below.

PC tier
GPU vendor

6-8 core CPU, 16-32 GB RAM, mid-tier GPU. Target: 100-144 FPS at 1080p/1440p.

Steam launch options

Paste this into Steam

Steam library → right-click Rust → Properties → General → Launch Options. Three flags, and every one of them does something measurable.

-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.

Nvidia only

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.

In-game settings that actually matter

8 sliders, ranked by what they cost you

Recommendations shown for the Mid-range tier. Everything else in the graphics menu is noise by comparison.

SettingFPS impactRecommendation
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.

High1 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.

HighOff
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.

High0.75-1
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.

HighSimple, reflections off
Anti-Aliasing

FXAA is a cheap post-process pass while the temporal modes cost real frames and smear moving targets at range.

MediumFXAA
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.

MediumGood
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.

MediumMedium-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.

SituationalTest both ways
Flags to skip

Copied around for years, still does nothing

These turn up in every launch-option list on the internet. The Unity player does not read any of them.

  • -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.

Check it yourself

Open the console with F1 and type perf 2 before and after you change anything. It puts FPS, memory and garbage-collection stats on screen, which is the only honest way to tell whether a flag moved anything on your machine. All of this is patch-dependent: Facepunch renames graphics options and the Unity player quietly stops honouring launch flags between renderer updates, so re-check after a big client patch. The rest of the console is in the command reference.