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Rust Horse Performance Work: What the Latest Commits Say

2026-10-12
A player riding a horse across a grassy Rust field

Heads up: this is our read of public commit messages. It is not an official announcement.

What we saw

Several recent Facepunch commits are about horse performance. They talk about making the mounted animations and leg calculations cheaper to run. The notes list savings from about 0.42 ms up to 4.5 ms in different cases.

What "ms" means

A game draws a new picture many times a second. At 60 FPS, each picture gets about 16.7 ms. Saving 4.5 ms is a big chunk of that. Saving less than half a millisecond is small, but it adds up when many things do it at once.

Why horses

Horses have lots of moving parts. Each leg is worked out every frame. When several riders are on screen, that is a lot of math. Making it cheaper helps most when many players are riding near each other.

What it might point to

Facepunch often tunes things that they plan to keep using. Horse work after the Livestock update fits with the game leaning into farm life and animals. That is our guess, not a fact.

What to do

  • Nothing. These fixes arrive in a normal update.
  • If you ride a lot and get FPS dips, they might help you.
  • Read the patch notes on the first Thursday of the month to see if the horse fixes made it in.

Sanguine Rust is a PVE server where horses and vehicles are part of getting around the island. See What is Sanguine Rust?.