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Survival

Rust

A persistent world where the client has to keep an entire server's worth of player-built structures resident, so memory and streaming are the limits long before the GPU is.

  • memory-heavy
  • streaming
  • cpu-bound

Why this game, specifically

On a busy Rust server the client is holding far more world state than a level-based game ever asks for, and it grows over a wipe cycle. Memory availability, page-file configuration and background processes competing for RAM are the settings that actually bear on that. ORION reads how much memory the machine has before it suggests anything about compression or the page file.

What ORION checks

Recommended changes

Broadly appropriate, low expected side effects, and reversible where the badge says so. These are catalog entries, not a script: ORION reads the current value on your PC first and skips anything already set.

Advanced options

Legitimate changes with real trade-offs: hardware dependence, power draw, or behaviour that varies between systems. ORION shows these separately, records the previous value before writing, and never folds them into a one-click run.

Trade-offs and limits

ORION does not publish a frame-rate figure for Rust, because we do not have reproducible before-and-after data for your hardware. What the app can do is capture frames on your PC, in your game, before and after a change, and show you that.

Open this profile in ORION

ORION queues the matching profile for your review when it detects Rust launching. It does not apply anything on its own.