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Me: Oh the airdrop is comming to us
Teammate: Where I don't see it
...
2 min later:
Teammate: Oh I see it!
The disadvantage comes at a pretty hefty FPS hit with an older GPU like mine and I want my visuals to be smooth and my input to be consistent. I get the feeling from a few google searches that Rust doesn't enforce a frame-rate cap.
The solution? My advice is if you are a competitive player and want to win no matter what, find the sweet spot in your video settings which allows you to play the game with the draw distance at max but still hit an average 60 frames a second.
This may mean completely disabling shadows, using only FXAA type image sharpening (lowest performance hit), and setting terrain and object details to their lowest setting - but if that means your game play remains at a steady 60 in full screen mode - you are not at a disadvantage since you can see as far as any other player.
Keep in mind that player draw distance is apparently capped by the game engine (so lowering or increasing draw distance shouldn't impact how far you can see other players). After an hour of searching the internets I still couldn't find any authoritative source that confirms this - just more threads - would be awesome if someone could post here with a link to a game dev blog or patch notes from Rust which confirms this.
You can also use 3rd party tools to artificially cap your FPS[www.blurbusters.com] at a certain number in order to smooth out keyboard/mouse/controller responsiveness (doesn't necessarily help, sometimes it does[www.eurogamer.net]).
Iøm aware this is a year old, but my info on the player render distance wasnt even known to average player untill this year when it was touched on in one of the dev blogs. So just in case yall didnt know, if yall did, sorry for waking up a year old posting.