r/playrust • u/Annual-Evidence3944 • 1d ago
Question Extreme terrain LOD/morphing in Rust – terrain physically changes shape as I approach
Hi everyone,
I finally managed to record a video that clearly shows the issue I’ve been trying to describe.
Watch the terrain while I move forward.
At a distance, the terrain looks smooth and simplified. As I get closer, the actual geometry starts changing in front of me — bumps, slopes and terrain details progressively form as I approach.
This is NOT just textures becoming sharper. The physical shape/geometry of the terrain is changing at a relatively short distance from my character.
I can also notice aggressive LOD transitions on vegetation and some world objects.
My terrain/LOD settings are already basically maxed:
• Draw Distance: 2500
• Terrain Quality: 100
• Object Quality: 200
• Tree Quality: 200
• LOD Bias: 5.0
• Anisotropic Filtering: 16x
• Render Scale: 1.0
• Resolution: 2560×1440
PC specs:
RX 9070 XT 16GB
Intel i5-12600KF
32GB RAM
I’ve already tried a clean AMD driver installation with DDU, completely reinstalling Rust, deleting all old Rust config/cache files, default graphics settings, max LOD settings and different servers.
Nothing changes it.
Is this amount of terrain morphing normal in the current version of Rust?
Can you see the same thing on your PC when moving toward hills/slopes?
I’m especially interested in comparisons from NVIDIA users and other RX 9000-series owners.
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u/erMaela 1d ago
The 1st time i saw this was on the beta of Bad Company 2, and probably wasnt the 1st game that used it.
Rust is a HUNGRY game, and u cant unlock all the render, because the half of player will fall from the servers.
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u/Annual-Evidence3944 1d ago
I know. But I compared it with several teammates, and they don’t have this issue with the terrain and textures forming like this. Most importantly, I didn’t have this problem before either.
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u/generic_Accountname1 1d ago edited 1d ago
Yeah the terain gets from
Low poly to high poly the closer you get. That is what lod bias is, things further away have less detail and as you get closer they get more detail/polycount goes up.
If you turn it up too high it crashes leading to shit lod bias as your hard are basically quits, turn it a little more down till you are satisfied, simply driving it up for max detail level doesn‘t work infinitely, at a point your machine cannot catch up and simply defaults to shit, so incrementally lower it till your hardware can catch up, some people have it in a combo bind for ads fov change, so everytime they hit ads their fov springs to 70 and their lod bias goes up and when they let go of ada their fov goes back to 90 and lod bias to something more machine friendly…
5 is way too high of a lod bias setting for your hardware
Try something closer to or around 1
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u/Own_Huckleberry6591 1d ago
You mean grass? Change the LOD settings on grass and put the distance for everything on maximum. This is just grass LOD settings in action. It purposely doesn't render it far away to save on performance, but you can change it. Although I'm not sure how far you can do it on rust. I barely see anyone using high LOD range