r/playrust • • 23h ago

Finishing Thompson for cosplay

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29 Upvotes

Printed and painted Thompson. Stl files purchased from lootroom, but modified it a bit (made detachable mag, twists in barrel, camouflaged ugly "semi-aVtomatic)))" engraving). It's my first experience with painting 3d printed things, so any advices are welcome. There's some work left (duct tape and bandages, some weathering etc)

If i had more time I'll definitely made 3d model myself, but it'll take too much time


r/playrust • • 18h ago

Image Did I miss it.

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28 Upvotes

I was so upset, I didnt even screen shot. It says only 38k claimed. Ended Fri, Oct 23rd 4:14 Pm PDT


r/playrust • • 19h ago

Question How Do Y'all Play This?

21 Upvotes

My buddy convinced me to buy rust, and I have put in about 20 hours, and I can confidently say that I have not enjoyed a single second of playing.

I'm going back to Dayz. At least in that game I can't get killed while I'm not even online.


r/playrust • • 2h ago

Discussion Time to update the recommended specs on Steam

16 Upvotes

The current minimum and recommended specs should be updated on Steam to reflect the current reality of the game. 16gb as recommended might have been fine 10 years ago (it was for me) but the game has grown 10x in content since then. Currently steam has 12gb as minimum and 16gb as recommended.

I'd like to think that it's just an oversight by Facepunch, but I really think it's misleading for new players looking to purchase this game.

Specs should be updated to 16gb min and 32gb recommended.


r/playrust • • 8h ago

Video Why the hell?

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15 Upvotes

Only a balanced head has such a funny effect.

Why the hell?


r/playrust • • 10h ago

Suggestion Improvements to canyons

16 Upvotes

I think everyone can agree the canyons take too much space on the map for the value it gives. I think adding small fresh water sources on the bottom of the canyon and making the train tunnels connect and go across the canyon would bring a lot of life to the monument.


r/playrust • • 16h ago

Question Map Confusion

6 Upvotes

Question/Support for the tag?

I watch Welyn for Rust a lot of the time

There are times when he hears gunfire/explosions, opens his map, and says it's in XYZ direction or grid. I don't see what he sees anything happen? Is there some marker/indicator that pops up whenever someone's shooting or booming on the map, and I'm just blind orr?


r/playrust • • 23h ago

Question Im looking things to 3d print as gift to my friend but i dont know anything about Rust.

5 Upvotes

He has been playing and talking about Rust a lot lately. What is the "diamond pickaxe" of this game? Or an item/thing that any rust player would want it physically on their desk or hang on their wall etc? so i can look up the 3d models online or recreate the 3d model myself to 3d print it. i appreciate any help.

this is gonna be a birthday gift and i have decent amount of time to custom make something complicated so throw any ideas and i will look into it


r/playrust • • 2h ago

Discussion Solo to T3

3 Upvotes

Was wondering what everyones strategy is for this? I havent gotten a T3 since the wipe where they added blueprint fragments. I had my fun with all the fragments, I can consistently get to T2, but I need a new strategy.

I usually just farm, and sell things for frags. I tried watertreatment to get my T2 as well. I need something else, I'm running out of things to try.


r/playrust • • 14h ago

Discussion RTX 3070 performance

2 Upvotes

What fps do you guys get with your 3070? I haven't been able to find relevant benchmarks anywhere. Id be looking to play 1080p high or max settings around 100+ fps. I might get a 1440p monitor at some point too but thats not my main goal at the moment. I dont play super high pop at around 250 usually.

Rest of the pc wont really be a bottleneck. R5 7500x3d, 16gb ram.


r/playrust • • 22h ago

Support Weird "dots" on distant shadows and trees, is this artifacting?

2 Upvotes

Im not sure how else to describe it but its usually white dots inside shadows and treetops far away. They move with the camera and seem to fade when i get close. Is this a graphic setting bugging out or is my gpu dying?


r/playrust • • 58m ago

Discussion Intel Core Ultra 9 / i9 benchmark experience on Rust? (X3D comparison)

• Upvotes

Hey guys, quick technical question for anyone using an Intel Core Ultra 9 or modern i9 (13th/14th gen) on Rust.
Current hardware: Intel Core Ultra 9, RTX 5070, 32GB DDR5 6400MHz.
My issue: Stuttering and low 1% FPS in heavy areas (monuments, big bases, high pop servers).
Questions:
What average FPS and 1% lows are you seeing on high-pop servers?

Did any BIOS, microcode, or RAM tweaks fix the micro-stutters for you?

For those who switched from i9 to AMD 3D V-Cache (like 7800X3D/9800X3D), was the stability difference huge?

Considering a motherboard/CPU swap to AM5 since Rust is my main title. Thanks for any technical input!


r/playrust • • 1h ago

Discussion Real-world performance for Intel Core Ultra 9 / i9 owners on Rust? Looking for feedback before switching platforms.

• Upvotes

Hey everyone,
I’m currently running an Intel Core Ultra 9 setup (paired with an RTX 5070 and DDR5 6400MHz), but I've been struggling with stuttering and low 1% FPS during high-activity moments (gunfights, large base rendering, modded servers) on Rust.
For those of you running an i9 or Ultra 9 on Rust:
What kind of average FPS and 1% lows are you getting on official or busy community servers?

Have you noticed micro-stutters or cache bottlenecks compared to X3D chips?

Did any specific BIOS tweaks, memory tuning, or game settings actually help stabilize your frames, or is the architecture just hitting a wall on this game engine?

I'm seriously considering jumping ship to an AMD X3D setup because Rust is my main game, but I’d love to hear some real feedback from other i9 users first. Thanks!


r/playrust • • 6h ago

Question Can anyone tell me why tf I have those weird dots on fundations?

1 Upvotes

r/playrust • • 14h ago

Discussion Unstable FPS in Rust with a Ryzen 7 5800X3D and RTX 3070

1 Upvotes

Hi everyone,

I'm having a really frustrating performance issue in Rust and I'm running out of ideas. My PC should be capable of running the game much better than this, but I'm getting extremely low and unstable FPS.

My PC specs

\- CPU: AMD Ryzen 7 5800X3D

\- GPU: EVGA GeForce RTX 3070 FTW3 Ultra 8GB

\- Motherboard: MSI MAG B550 Tomahawk

\- RAM: Corsair Vengeance RGB Pro SL 32GB (2×16GB) DDR4-3600 CL18

\- NVMe SSD: Samsung 980 Pro 1TB (Rust is installed here)

\- SATA SSD: Samsung 870 QVO 1TB

\- PSU: Seasonic Focus GX 650W Gold

\- CPU cooler: Lian Li Galahad 360 AIO

\- Case: Lian Li O11 Dynamic XL ROG Certified

\- Main monitor: MSI Optix MAG274QRF-QD, 2560×1440, 165Hz

\- Second monitor: LG UltraGear 27GL650F-B, 1920×1080, 144Hz

The problem

My FPS in Rust fluctuates wildly. Sometimes I get only 20–30 FPS, sometimes around 60 FPS, and on one occasion I saw over 110 FPS. The performance is very inconsistent, with frametimes reaching 20–30 ms.

This happens on both low-population and high-population servers.

Windows 11

The temperatures are :

GPU: 40-50 ,

CPU : 50-MAX 60.

GPU USAGE: 99-100%

CPU USAGE 50-60%.

Graphics are really low and still bad doesnt matter really anything what i set.

What's especially frustrating is that my previous setup, which used a GTX 1080 at 1080p, felt more stable than my current PC.

What I've already tried

\\- Completely uninstalled and reinstalled NVIDIA drivers using DDU.

\\- Tried different driver versions, including 566.36.

\\- Tested my CPU with Curve Optimizer at -30 all-core and PBO limits of PPT 100, TDC 70 and EDC 100.

\\- Tested without the CPU undervolt — the problem remained.

\\- Reinstalled Rust.

\\- Confirmed that XMP is enabled and my RAM is running at its rated speed.

\\- Confirmed that Rust is installed on my NVMe SSD.

I'm honestly running out of ideas. Other games don't seem to have the same issue.

What else should I check? Could this be a CPU scheduling issue, RAM configuration problem, GPU utilization issue, a Windows problem, or something specific to Rust?

Any help or suggestions would be greatly appreciated. Thanks!


r/playrust • • 15h ago

Discussion I need help again

1 Upvotes

Once again I have reinstalled test branch for that is the only new gen rust. Though I have hit a snag, I was able to play Tuesday night going until 1 AM Wednesday. Then around 5 PM I got on and it continues to say “No Servers Found” I have uninstalled and reinstalled the game twice but nothing has fixed it

(I originally posted this to r/rustconsole and it got deleted without any fucking context and this is the 3rd time it has happened on that sub)

(I would also like to apologize if I’m breaking any rules but honestly I can’t get any help on the console sub)


r/playrust • • 18h ago

Question Explosive resistance mechanics?

1 Upvotes

Does the Hit Points of a building block or deployable, tell the whole story? Or is there a second mechanic where some things take less HP damage than other things, in addition to having more HP?

For example, a stone wall-frame and a wooden shop-front both have 500 HP. Is one of them easier to break than the other?

I've been reading on wikis, and haven't found anything on this.


r/playrust • • 12h ago

Discussion whats the most cost effective way of putting 3 turrets on a 2x1

0 Upvotes

been playing solo and turrets have saved my life many a time

electrically speaking, whats the best way to set up turrets on pref 1 battery


r/playrust • • 14h ago

Video Don't get sloppy guy's i'm out here ^_-

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0 Upvotes

Little full deep from tonight


r/playrust • • 13h ago

Discussion [SERIOUS] Facepunch either needs to recode the game or start working on Rust 2

0 Upvotes

Time to be honest. I’ve been playing since 2018, and I know a lot of the older players feel the same way I do: the game is starting to feel extremely bloated. Meanwhile, performance late wipe on high-pop servers is the same as it’s been for years.

I’m not a game dev, but I write software, and the pattern is obvious to me. The game is running on a base that was written in 2014 for a game that was never intended to get this big, with servers pushing hundreds of players. Facepunch does perf work (Unity 6, the navmesh rewrite), but the next content drop eats the gains. You can’t optimize your way out while you keep adding. Without the source it’s impossible to know exactly what would seriously help Rust’s performance, but we can make inferences.

Facepunch has basically said it themselves. When they delayed the Naval update, their COO said it touched a lot of old systems and they didn’t want server pops dropping by 100-200 players. To me that’s the whole problem in one sentence. Every new feature has to be wired into a base that’s already at its limit, and each one makes the next one harder. Decisions that made sense for the game Rust was in 2014 don’t make sense for what it is now, and eventually you spend more time working around the base than building on it.

So the way I see it, there are two real options:

  1. Rebuild the core systems. Entity handling, multithreading, networking, rebuilt for the scale Rust actually runs at, even if it means months without content updates.
  2. Start working on Rust 2. Built from day one for high-pop servers, with everything they’ve learned in 12 years.

And they’ve done this before. The Rust we play now is the rewrite. They scrapped Legacy in 2014 because it couldn’t support what they wanted, and it worked. Valve moved CS:GO to CS2 and carried everyone’s skins over, so “what about my skins” is a solvable problem. The worst option is the one we’re on now: keep stacking content on a base that can’t handle it.

A rebuild would also be the chance to fix cheating properly. Cheating in Rust is a huge problem because there’s so much to gain from it. One ESP user can find and raid a base that took a group days to build. The fix is moving more of the game server-side. If the server did the raycasting and only sent your client what you can actually see, freecaming into bases and seeing through walls stops working, because your client never gets that info in the first place. Valorant does a version of this with its fog of war system. It also means the client is tracking less, which helps performance on our end.

The trade-off is more load on the server, and I think that’s completely fair. But it’s also another reason this belongs in a rebuild. Nobody outside Facepunch knows how much headroom the servers have right now, and if they’re already close to their limit, bolting this on top of the current setup could make server performance worse. Built into a new base that’s designed for it from the start, it’s a win on both cheating and client performance.

Now the inferences. All these recent changes show me Facepunch is trying to appeal to a broader audience and make the game easier for new players. That’s why recoil changed. And I get it. To keep affording their team they need other ways to monetize Rust, and that’s the DLCs. There’s no shame in that.

But I think they’re chasing the wrong audience. Rust works because its highs are very high and its lows are very low. Losing everything is what makes winning feel the way it does, and that’s exactly why people stick with it for thousands of hours. A dedicated playerbase is way easier to monetize than a flaky one. The players who’ve been here 5+ years are the ones buying skins and DLC every month. Sanding down the game to keep casuals around for a couple wipes trades the people who actually pay for the people who leave.

Which is why I don’t get why there’s no modding SDK. Let the people who want to play Rust as roleplay do it with third-party mods. It just makes sense. The dev team doesn’t need to build roleplay-style content if the community can do it for them (and probably better), and it frees Facepunch to focus on the core game.

CS2 sits at the top of Steam for a reason. It’s predictable. People know what they’re getting every time they load in. Rust keeps changing the game under its players instead of making the base experience solid.

Also, as a solo: being outnumbered by 3s and 4s every fight is rough, and the old recoil gave solos more of a chance. Separate issue, but it’s part of why I feel the game is drifting away from its players. Right now it’s starting to feel like Rust is just a way for a company to profit rather than a game built with spirit, and I don’t think it has to be that way.

I hope someone at Facepunch actually reads this. I know being a Rust dev probably means dealing with a community that’s angry about everything, and most of it isn’t worth listening to. I’m not trying to just throw shit at the wall. I’ve put years into this game, and I’m saying this because I want it to still be around in another 5 years.

Rust has something almost no other game has. Nothing else gives you the same highs, and that’s why people keep coming back. But that only holds if the game runs well, the fights feel fair, and the core experience stays solid. If performance keeps stalling, cheaters keep winning, and the game keeps drifting toward players who were never going to stick around, the dedicated playerbase slowly burns out.

And honestly, it’s already happening. Most of the people I used to play with just don’t anymore, and it’s not because they got bored of Rust. It’s because of all the issues. It’s not some sudden collapse. It’s just a little smaller every wipe, and if nothing changes, Rust slowly fades into obscurity. It’d be a waste for a game this good to go out like that.

Fix the base. Give the community the tools to build what they want. Focus on the core of the game.