Methods / L4 / RUST
L4 · NetworkGameUDPVolumetricStateless

RUST stress test

Floods a Rust deployment with game-shaped UDP session traffic to validate how your server and its upstream protection hold up under realistic player-load noise.

Run RUST test All methods
600k pps
peak rate

How it works

This method emits UDP packets crafted to resemble the connection and session traffic a Rust server expects, mixing query-style and in-session shapes so the load looks like legitimate clients rather than obvious junk. Because the payloads echo real game patterns, generic UDP rate filters that key on signatures struggle to separate the test traffic from genuine players. It validates whether your game shield, connection limiter, and server tick budget survive a flood that mimics authentic Rust sessions.

Parameters

pps600k ppsPacket rate driven at the server's UDP listener
payloadgame-shapedSession and query payloads modeled on Rust client traffic
sourceswide source spreadDistributes traffic across many source addresses by region
duration10-600 sLength of the test window

Run it from the CLI

retro-cli
$ retro run rust --target 203.0.113.45 --port 443 --duration 120

RUST FAQ

Is RUST testing legal?+
Only against infrastructure you own or are authorized to test. RETRO//STRESS requires authorized targets.
What does RUST stress?+
Floods a Rust deployment with game-shaped UDP session traffic to validate how your server and its upstream protection hold up under realistic player-load noise.
Can I combine it with other methods?+
Yes, add it as a step in a packet chain to sequence it with other protocols.