Counter-Strike 2

Counter-Strike 2

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CS2 Options Menu - CVars / Cmds
Von SᅠuᅠGᅠoᅠLᅠYᅠoᅠlᅠLᅠoᅠm
CS2 Options Menu to CVars / Cmds (for autoexec.cfg)

Sources: Script Files / csgo_english.txt / cs2_video.txt

Disclaimer:
This guide exclusively covers options and features accessible within the in-game menu!
Any external modifications or settings not found within the game's native menu are beyond the scope of this guide.
Please exercise caution and refer to official sources or communities for information regarding third-party modifications or advanced configurations.
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Last Update | PatchVersion=1.40.5.1 Nov 15 2024
ClientVersion=2000444 ServerVersion=2000444 PatchVersion=1.40.5.1 ProductName=cs2 appID=730 ServerAppID=2347773 SourceRevision=9350726 VersionDate=Nov 15 2024 VersionTime=13:47:20
Video
Video
Video
Display Mode
cs2_video.txt

Windowed

"setting.fullscreen" "0"
"setting.coop_fullscreen" "0"
"setting.nowindowborder" "0"

Fullscreen

"setting.fullscreen" "1"
"setting.coop_fullscreen" "0"
"setting.nowindowborder" "0"

Fullscreen Windowed

"setting.fullscreen" "0"
"setting.coop_fullscreen" "1"
"setting.nowindowborder" "1"
Aspect Ratio
Resolution
cs2_video.txt

"setting.defaultres" "1920"
"setting.defaultresheight" "1080"
Brightness
Ursprünglich geschrieben von CS2 Console:
"r_fullscreen_gamma" = "2.200000" ( def. "2.200000" ) min. 0.000000 max. 0.000000 archive - Screen Gamma (only in fullscreen modes)

Slider
r_fullscreen_gamma 4.000000 // Min 33%
r_fullscreen_gamma 1.000000 // Max 133%

Input Value
Command
~ %
50
r_fullscreen_gamma 1.00
133.04
55
r_fullscreen_gamma 1.10
129.75
60
r_fullscreen_gamma 1.20
126.45
65
r_fullscreen_gamma 1.30
123.15
70
r_fullscreen_gamma 1.40
119.84
75
r_fullscreen_gamma 1.50
116.53
80
r_fullscreen_gamma 1.60
113.22
85
r_fullscreen_gamma 1.70
109.90
90
r_fullscreen_gamma 1.80
106.58
95
r_fullscreen_gamma 1.90
103.26
100
r_fullscreen_gamma 2.00
99.93
105
r_fullscreen_gamma 2.10
96.60
110
r_fullscreen_gamma 2.20
93.27
115
r_fullscreen_gamma 2.30
89.94
120
r_fullscreen_gamma 2.40
86.61
125
r_fullscreen_gamma 2.50
83.28
130
r_fullscreen_gamma 2.60
79.94
135
r_fullscreen_gamma 2.70
76.61
140
r_fullscreen_gamma 2.80
73.28
145
r_fullscreen_gamma 2.90
69.95
150
r_fullscreen_gamma 3.00
66.62
155
r_fullscreen_gamma 3.10
63.29
160
r_fullscreen_gamma 3.20
59.97
165
r_fullscreen_gamma 3.30
56.64
170
r_fullscreen_gamma 3.40
53.31
175
r_fullscreen_gamma 3.50
49.97
180
r_fullscreen_gamma 3.60
46.62
185
r_fullscreen_gamma 3.70
43.26
190
r_fullscreen_gamma 3.80
39.87
195
r_fullscreen_gamma 3.90
36.46
200
r_fullscreen_gamma 4.00
33.01

gamma_value += 0.02 per input value

p1 = -0.01511; p2 = 0.184; p3 = -0.9011; p4 = 2.323; p5 = -3.524; p6 = -30.03; p7 = 165; y = p1*Math.pow(x,6) + p2*Math.pow(x,5) + p3*Math.pow(x,4) + p4*Math.pow(x,3) + p5*Math.pow(x,2) + p6*x + p7; Goodness of fit: SSE: 9.694e-27 R-square: 1 Adjusted R-square: NaN RMSE: NaN

"SFUI_Settings_Brightness"
"Change the gamma correction of the display, adjusting overall brightness. Only available in full screen mode."
Refresh Rate
cs2_video.txt

"setting.refreshrate_numerator" "75000"
Advanced Video
Advanced Video
Boost Player Contrast
Ursprünglich geschrieben von CS2 Console:
"r_player_visibility_mode" = "1" client archive

Option
Command
Disabled
r_player_visibility_mode 0
Enabled
r_player_visibility_mode 1

"SFUI_Settings_PlayerContrast_Info"
"Improves the legibility of players in low contrast situations. Enabling Boost Player Contrast can degrade graphics performance."
Frame Pacing
V-Sync
cs2_video.txt

"setting.mat_vsync" "1" // Enabled
"setting.mat_vsync" "0" // Disabled

"SFUI_Settings_WaitForVSync_Info"
"Vertical Sync is recommended for the smoothest experience. The Disabled setting may cause visual tearing."
NVIDIA G-Sync
Open NVIDIA Control Panel and enable G-Sync

"SFUI_Settings_GSync_Info"
"NVIDIA G-Sync allows a display to dynamically change its refresh rate to match the game's frame rate where possible, resulting in a smoother visual experience. It is only available on certain displays and is most effective when the game's frame rate is below the display mode's maximum refresh rate. It can be enabled outside the game using the NVIDIA Control Panel. You may need to restart the game before changes take effect."
NVIDIA Reflex Low Latency
cs2_video.txt

Disabled
"setting.r_low_latency" "0"

Enabled
"setting.r_low_latency" "1"

Enabled + Boost
"setting.r_low_latency" "2"

"SFUI_Settings_Reflex_Info"
"NVIDIA Reflex is used to reduce system latency which increases PC responsiveness. Boost mode includes techniques that may draw more power to the GPU and slightly impact FPS to reduce latency as much as possible."
Maximum FPS In Game
Ursprünglich geschrieben von CS2 Console:
"fps_max" = "144.000000" ( def. "400.000000" ) archive - Frame rate limiter. 0=no limit. Does not apply to dedicated server.

Slider
fps_max 64.000000 // Min
fps_max 1000.000000 // Max

"SFUI_Settings_FPS_Max_Info"
"Set an upper limit for the frame rate you can experience while playing the game."
Maximum FPS In Menus
Ursprünglich geschrieben von CS2 Console:
"fps_max_ui" = "64.000000" ( def. "200.000000" ) archive - Frame rate limiter while the game UI is displayed. 0=no limit. Does not apply to dedicated server.

Slider
fps_max_ui 64.000000 // Min
fps_max_ui 1000.000000 // Max

"SFUI_Settings_FPS_Max_Info"
"Set an upper limit for the frame rate you can experience while browsing the game's menus."
Presets
Current Video Values Preset
c2_video.txt

Values that dont change from the presets from Low to Very High:
"setting.r_csgo_cmaa_enable" "0"
"setting.lb_csm_override_staticgeo_cascades" "1"
"setting.lb_csm_draw_alpha_tested" "1"
"setting.r_low_latency" "1"
"setting.aspectratiomode" "1"

Low
"setting.shaderquality" "0"
"setting.r_aoproxy_enable" "0"
"setting.r_aoproxy_min_dist" "3"
"setting.r_ssao" "0"
"setting.r_csgo_lowend_objects" "0"
"setting.r_texturefilteringquality" "0"
"setting.r_character_decal_resolution" "256"
"setting.r_texture_stream_max_resolution" "1024"
"setting.msaa_samples" "0"
"setting.r_csgo_cmaa_enable" "0"
"setting.csm_max_num_cascades_override" "2"
"setting.csm_viewmodel_shadows" "0"
"setting.csm_max_shadow_dist_override" "240"
"setting.lb_csm_override_staticgeo_cascades" "1"
"setting.lb_csm_override_staticgeo_cascades_value" "-1"
"setting.lb_sun_csm_size_cull_threshold_texels" "30.000000"
"setting.lb_shadow_texture_width_override" "1280"
"setting.lb_shadow_texture_height_override" "1280"
"setting.lb_csm_cascade_size_override" "640"
"setting.lb_barnlight_shadowmap_scale" "0.250000"
"setting.lb_csm_draw_alpha_tested" "1"
"setting.lb_csm_draw_translucent" "0"
"setting.r_particle_cables_cast_shadows" "0"
"setting.lb_enable_shadow_casting" "0"
"setting.r_particle_shadows" "0"
"setting.cl_particle_fallback_base" "5"
"setting.cl_particle_fallback_multiplier" "1.500000"
"setting.r_particle_max_detail_level" "0"
"setting.r_csgo_mboit_force_mixed_resolution" "1"
"setting.r_csgo_fsr_upsample" "2"
"setting.mat_viewportscale" "0.590000"
"setting.sc_hdr_enabled_override" "3"
"setting.r_low_latency" "1"
"setting.aspectratiomode" "1"

Medium
"setting.shaderquality" "0"
"setting.r_aoproxy_enable" "0"
"setting.r_aoproxy_min_dist" "3"
"setting.r_ssao" "0"
"setting.r_csgo_lowend_objects" "1"
"setting.r_texturefilteringquality" "1"
"setting.r_character_decal_resolution" "512"
"setting.r_texture_stream_max_resolution" "2048"
"setting.msaa_samples" "2"
"setting.r_csgo_cmaa_enable" "0"
"setting.csm_max_num_cascades_override" "2"
"setting.csm_viewmodel_shadows" "1"
"setting.csm_max_shadow_dist_override" "560"
"setting.lb_csm_override_staticgeo_cascades" "1"
"setting.lb_csm_override_staticgeo_cascades_value" "1"
"setting.lb_sun_csm_size_cull_threshold_texels" "20.000000"
"setting.lb_shadow_texture_width_override" "1536"
"setting.lb_shadow_texture_height_override" "1536"
"setting.lb_csm_cascade_size_override" "768"
"setting.lb_barnlight_shadowmap_scale" "0.250000"
"setting.lb_csm_draw_alpha_tested" "1"
"setting.lb_csm_draw_translucent" "0"
"setting.r_particle_cables_cast_shadows" "1"
"setting.lb_enable_shadow_casting" "0"
"setting.r_particle_shadows" "0"
"setting.cl_particle_fallback_base" "2"
"setting.cl_particle_fallback_multiplier" "1"
"setting.r_particle_max_detail_level" "1"
"setting.r_csgo_mboit_force_mixed_resolution" "0"
"setting.r_csgo_fsr_upsample" "2"
"setting.mat_viewportscale" "0.670000"
"setting.sc_hdr_enabled_override" "3"
"setting.r_low_latency" "1"
"setting.aspectratiomode" "1"

High
"setting.shaderquality" "1"
"setting.r_aoproxy_enable" "1"
"setting.r_aoproxy_min_dist" "3"
"setting.r_ssao" "1"
"setting.r_csgo_lowend_objects" "1"
"setting.r_texturefilteringquality" "3"
"setting.r_character_decal_resolution" "1024"
"setting.r_texture_stream_max_resolution" "8192"
"setting.msaa_samples" "4"
"setting.r_csgo_cmaa_enable" "0"
"setting.csm_max_num_cascades_override" "3"
"setting.csm_viewmodel_shadows" "1"
"setting.csm_max_shadow_dist_override" "560"
"setting.lb_csm_override_staticgeo_cascades" "1"
"setting.lb_csm_override_staticgeo_cascades_value" "2"
"setting.lb_sun_csm_size_cull_threshold_texels" "10.000000"
"setting.lb_shadow_texture_width_override" "2048"
"setting.lb_shadow_texture_height_override" "3072"
"setting.lb_csm_cascade_size_override" "1024"
"setting.lb_barnlight_shadowmap_scale" "0.500000"
"setting.lb_csm_draw_alpha_tested" "1"
"setting.lb_csm_draw_translucent" "1"
"setting.r_particle_cables_cast_shadows" "1"
"setting.lb_enable_shadow_casting" "1"
"setting.r_particle_shadows" "0"
"setting.cl_particle_fallback_base" "0"
"setting.cl_particle_fallback_multiplier" "0.500000"
"setting.r_particle_max_detail_level" "2"
"setting.r_csgo_mboit_force_mixed_resolution" "0"
"setting.r_csgo_fsr_upsample" "0"
"setting.mat_viewportscale" "1.000000"
"setting.sc_hdr_enabled_override" "-1"
"setting.r_low_latency" "1"
"setting.aspectratiomode" "1"


Very High
"setting.shaderquality" "1"
"setting.r_aoproxy_enable" "1"
"setting.r_aoproxy_min_dist" "8"
"setting.r_ssao" "1"
"setting.r_csgo_lowend_objects" "1"
"setting.r_texturefilteringquality" "5"
"setting.r_character_decal_resolution" "1024"
"setting.r_texture_stream_max_resolution" "8192"
"setting.msaa_samples" "8"
"setting.r_csgo_cmaa_enable" "0"
"setting.csm_max_num_cascades_override" "3"
"setting.csm_viewmodel_shadows" "1"
"setting.csm_max_shadow_dist_override" "560"
"setting.lb_csm_override_staticgeo_cascades" "1"
"setting.lb_csm_override_staticgeo_cascades_value" "2"
"setting.lb_sun_csm_size_cull_threshold_texels" "10.000000"
"setting.lb_shadow_texture_width_override" "4096"
"setting.lb_shadow_texture_height_override" "6144"
"setting.lb_csm_cascade_size_override" "2048"
"setting.lb_barnlight_shadowmap_scale" "1.000000"
"setting.lb_csm_draw_alpha_tested" "1"
"setting.lb_csm_draw_translucent" "1"
"setting.r_particle_cables_cast_shadows" "1"
"setting.lb_enable_shadow_casting" "1"
"setting.r_particle_shadows" "1"
"setting.cl_particle_fallback_base" "0"
"setting.cl_particle_fallback_multiplier" "0.200000"
"setting.r_particle_max_detail_level" "3"
"setting.r_csgo_mboit_force_mixed_resolution" "0"
"setting.r_csgo_fsr_upsample" "0"
"setting.mat_viewportscale" "1.000000"
"setting.sc_hdr_enabled_override" "-1"
"setting.r_low_latency" "1"
"setting.aspectratiomode" "1"
Multisampling Anti-Aliasing Mode
cs2_video.txt

None

"setting.msaa_samples" "0"
"setting.r_csgo_cmaa_enable" "0"

CMMA2

"setting.msaa_samples" "0"
"setting.r_csgo_cmaa_enable" "1"

2X MSAA

"setting.msaa_samples" "2"
"setting.r_csgo_cmaa_enable" "0"

4X MSAA

"setting.msaa_samples" "8"
"setting.r_csgo_cmaa_enable" "0"

"SFUI_Settings_Antialiasing_Info"
"Anti-aliasing provides a smooth appearance at the edges of geometry, eliminating jagged edges. Increasing anti-aliasing quality can degrade graphics performance."
Global Shadow Quality
cs2_video.txt

Low
"setting.csm_max_num_cascades_override" "2"
"setting.csm_viewmodel_shadows" "0"
"setting.lb_csm_override_staticgeo_cascades_value" "-1"
"setting.lb_sun_csm_size_cull_threshold_texels" "30.000000"
"setting.lb_shadow_texture_width_override" "1280"
"setting.lb_shadow_texture_height_override" "1280"
"setting.lb_csm_cascade_size_override" "640"
"setting.lb_barnlight_shadowmap_scale" "0.250000"
"setting.r_particle_cables_cast_shadows" "0"
"setting.lb_enable_shadow_casting" "0"

Medium
"setting.csm_max_num_cascades_override" "2"
"setting.csm_viewmodel_shadows" "1"
"setting.lb_csm_override_staticgeo_cascades_value" "1"
"setting.lb_sun_csm_size_cull_threshold_texels" "20.000000"
"setting.lb_shadow_texture_width_override" "1536"
"setting.lb_shadow_texture_height_override" "1536"
"setting.lb_csm_cascade_size_override" "768"
"setting.lb_barnlight_shadowmap_scale" "0.250000"
"setting.r_particle_cables_cast_shadows" "1"
"setting.lb_enable_shadow_casting" "0"

High
"setting.csm_max_num_cascades_override" "3"
"setting.csm_viewmodel_shadows" "1"
"setting.lb_csm_override_staticgeo_cascades_value" "2"
"setting.lb_sun_csm_size_cull_threshold_texels" "10.000000"
"setting.lb_shadow_texture_width_override" "2048"
"setting.lb_shadow_texture_height_override" "3072"
"setting.lb_csm_cascade_size_override" "1024"
"setting.lb_barnlight_shadowmap_scale" "0.500000"
"setting.r_particle_cables_cast_shadows" "1"
"setting.lb_enable_shadow_casting" "1"

Very High
"setting.csm_max_num_cascades_override" "3"
"setting.csm_viewmodel_shadows" "1"
"setting.lb_csm_override_staticgeo_cascades_value" "2"
"setting.lb_sun_csm_size_cull_threshold_texels" "10.000000"
"setting.lb_shadow_texture_width_override" "4096"
"setting.lb_shadow_texture_height_override" "6144"
"setting.lb_csm_cascade_size_override" "2048"
"setting.lb_barnlight_shadowmap_scale" "1.000000"
"setting.r_particle_cables_cast_shadows" "1"
"setting.lb_enable_shadow_casting" "1"
Dynamic Shadows
cs2_video.txt

Sun Only
"setting.videocfg_dynamic_shadows" "0"

All
"setting.videocfg_dynamic_shadows" "1"

"SFUI_Settings_DynamicShadows_Info"
"Select the light sources for which dynamic objects such as players and smoke cast shadows. \"Sun Only\" can improve graphics performance but might leave you at a competitive disadvantage, particularly indoors."
Model / Texture Detail
cs2_video.txt

Low
"setting.r_csgo_lowend_objects" "0"
"setting.r_character_decal_resolution" "256"
"setting.r_texture_stream_max_resolution" "1024"
"setting.r_csgo_mboit_force_mixed_resolution" "1"

Medium
"setting.r_csgo_lowend_objects" "1"
"setting.r_character_decal_resolution" "512"
"setting.r_texture_stream_max_resolution" "2048"
"setting.r_csgo_mboit_force_mixed_resolution" "0"

High
"setting.r_csgo_lowend_objects" "1"
"setting.r_character_decal_resolution" "1024"
"setting.r_texture_stream_max_resolution" "8192"
"setting.r_csgo_mboit_force_mixed_resolution" "0"

"SFUI_Settings_ModelDetail_Info"
"The model / texture detail setting controls the resolution of textures and geometric complexity of models in the game. Decreasing this setting may improve performance on low-end systems, but will degrade image quality."
Texture Filtering Mode
cs2_video.txt

Bilinear
"setting.r_texturefilteringquality" "0"

Trilinear
"setting.r_texturefilteringquality" "1"

Anisotropic 2X
"setting.r_texturefilteringquality" "2"

Anisotropic 4X
"setting.r_texturefilteringquality" "3"

Anisotropic 8X
"setting.r_texturefilteringquality" "4"

Anisotropic 16X
"setting.r_texturefilteringquality" "5"

"SFUI_Settings_Filtering_Info"
"Increasing the texture filtering setting improves the appearance of textures in the game. Increasing filtering quality can degrade graphics performance."
Shader Detail
cs2_video.txt

Low
"setting.shaderquality" "0"

High
"setting.shaderquality" "1"

"SFUI_Settings_ShaderDetail_Info"
"Shader detail controls the sophistication of the lighting and shading effects applied to surfaces in the game. Higher settings increase visual quality but can degrade graphics performance."
Particle Detail
cs2_video.txt

Low
"setting.r_particle_shadows" "0"
"setting.cl_particle_fallback_base" "5"
"setting.cl_particle_fallback_multiplier" "1.500000"
"setting.r_particle_max_detail_level" "0"

Medium
"setting.r_particle_shadows" "0"
"setting.cl_particle_fallback_base" "2"
"setting.cl_particle_fallback_multiplier" "1"
"setting.r_particle_max_detail_level" "1"

High
"setting.r_particle_shadows" "0"
"setting.cl_particle_fallback_base" "0"
"setting.cl_particle_fallback_multiplier" "0.500000"
"setting.r_particle_max_detail_level" "2"

Very High
"setting.r_particle_shadows" "1"
"setting.cl_particle_fallback_base" "0"
"setting.cl_particle_fallback_multiplier" "0.200000"
"setting.r_particle_max_detail_level" "3"

"SFUI_Settings_ParticleDetail_Info"
"Particle detail controls the complexity of particle effects and whether particles cast shadows. Higher settings increase visual quality but can degrade graphics performance."
Ambient Occlusion
cs2_video.txt

Disabled
"setting.r_aoproxy_enable" "0"
"setting.r_aoproxy_min_dist" "3"
"setting.r_ssao" "0"

Medium
"setting.r_aoproxy_enable" "1"
"setting.r_aoproxy_min_dist" "3"
"setting.r_ssao" "1"

High
"setting.r_aoproxy_enable" "1"
"setting.r_aoproxy_min_dist" "8"
"setting.r_ssao" "1"

"SFUI_Settings_AOProxy_Info"
"Calculate lighting using Ambient Occlusion. Enabling Ambient Occlusion can degrade graphics performance."
High Dynamic Range
cs2_video.txt

Performance
"setting.sc_hdr_enabled_override" "3"

Quality
"setting.sc_hdr_enabled_override" "-1"

"SFUI_Settings_HDR_Info"
"High Dynamic Range (HDR) controls the range of brightness between the brighest and darkest pixels. Choosing Performance decreases the quality of HDR rendering but potentially increases performance and reduces GPU memory use."
FidelityFX Super Resolution
cs2_video.txt

Performance
"setting.r_csgo_fsr_upsample" "2"
"setting.mat_viewportscale" "0.500000"

Balanced
"setting.r_csgo_fsr_upsample" "2"
"setting.mat_viewportscale" "0.590000"

Quality
"setting.r_csgo_fsr_upsample" "2"
"setting.mat_viewportscale" "0.670000"

Ultra Quality
"setting.r_csgo_fsr_upsample" "2"
"setting.mat_viewportscale" "0.770000"

Disable (Highest Quality)
"setting.r_csgo_fsr_upsample" "0"
"setting.mat_viewportscale" "1.000000"

"SFUI_Settings_FSR_Info"
"FidelityFX Super Resolution may improve performance by rendering at reduced resolution and upscaling using a high-quality spatial technique."
HUD Edge Positions
Horizontal Adjustment
Ursprünglich geschrieben von CS2 Console:
"safezonex" = "1.000000" ( def. "1.000000" ) min. 0.000000 max. 0.000000 client archive

Slider
safezonex 0.562500 // min
safezonex 1.000000 // max
Vertical Adjustment
Ursprünglich geschrieben von CS2 Console:
"safezoney" = "0.800000" ( def. "1.000000" ) min. 0.000000 max. 0.000000 client archive

Slider
safezoney 0.800000 // Min
safezoney 1.000000 // Max
Audio
Audio
Audio
Master Volume
Ursprünglich geschrieben von CS2 Console:
"volume" = "0.800000" ( def. "1.000000" ) min. 0.000000 max. 0.000000 archive

Slider
volume 0.000000 // Min
volume 1.000000 // Max

Value %
Command
0
volume 0.000000
5
volume 0.002500
10
volume 0.010000
15
volume 0.022500
20
volume 0.040000
25
volume 0.062500
30
volume 0.090000
35
volume 0.122500
40
volume 0.160000
45
volume 0.202500
50
volume 0.250000
55
volume 0.302500
60
volume 0.360000
65
volume 0.422500
70
volume 0.490000
75
volume 0.562500
80
volume 0.640000
85
volume 0.722500
90
volume 0.810000
95
volume 0.902500
100
volume 1.000000

Formula (% to value) = perc ^ 2 / 100000; perc = percentage in game menu
Example: I want volume @ 69% in-game
Open Calculator: 69 ^ 2 / 10000 = 0.4761; type volume 0.476100
nice
Audio Device
⚠️ Warning ⚠️

Please note that the following configuration setting changes for every computer. Ensure to adjust this setting according to your specific hardware and software environment. Neglecting to do so may lead to compatibility issues or unexpected behavior.

Ursprünglich geschrieben von CS2 Console:
"sound_device_override" = "Source2SDLDefaultDevice" ( def. "" ) archive - ID of the sound device to use

Default Device: sound_device_override Source2SDLDefaultDevice

You can save your Audio Device if:
  1. Select your 'override' device in ingame menu
  2. Type sound_device_override in console (grab the id)
    Example: sound_device_override [* Press Enter *]
    sound_device_override = {0.0.0.00000000}.{bd41e357-96f8-4588-8315-1d30657e84b6}
  3. Add a line to your cfg file with:
    Example: sound_device_override {0.0.0.00000000}.{bd41e357-96f8-4588-8315-1d30657e84b6}

"SFUI_Settings_Audio_Device_Tip"
"Controls which audio device Counter-Strike uses."
EQ Profile
Ursprünglich geschrieben von CS2 Console:
"snd_headphone_eq" = "1" ( def. "0" ) client archive clientcmd_can_execute - Select Headphone EQ Preset

Option
Command
Natural
snd_headphone_eq 0
Crisp
snd_headphone_eq 1
Smooth
snd_headphone_eq 2

"SFUI_Settings_Headphone_EQ_Tip"
"Changes overall sound coloration in CS2. Can help offset sound coloration caused by various hardware and software combinations. Give yourself time to acclimate to a new EQ profile.

Natural (default): No additional coloration.

Crisp: Enhances mid and high frequency bands. Can help with sound localization and reduce muffling. May sound harsh in certain situations.

Smooth: Reduces mid to high frequencies. Can help reduce harshness, volume spikes, and ear fatigue during long play sessions. Ideal for studio grade headphones and players that listen at louder volumes."
L/R Isolation
Ursprünglich geschrieben von CS2 Console:
"snd_spatialize_lerp" = "0.010000" ( def. "0.000000" ) archive

Slider
snd_spatialize_lerp 0.000000 // Min
snd_spatialize_lerp 1.000000 // Max

Formula (% to value) = perc / 100 ; perc = percentage in game

"SFUI_Settings_Pan_Behavior_Tip"
"0% - Physically Accurate (default): Physically modeled sound panning behavior most accurately reflecting the emitter position.

100% - Isolated L/R: Sound emitters that are directly to the side of the player will be hard panned with minimal blending into the opposite L/R channel. This provides a strong sense of left vs right but can be positionally misleading at certain angles to the listener. For players who prefer legacy sound panning behaviour."
Perspective Correction
Ursprünglich geschrieben von CS2 Console:
snd_steamaudio_enable_perspective_correction" = "false" ( def. "true" ) archive - Enable perspective correction for 3D audio.

Option
Command
Yes
snd_steamaudio_enable_perspective_correction 1
No
snd_steamaudio_enable_perspective_correction 0

"SFUI_Settings_Audio_FOV_Tip"
"Yes (default): Sound sources will be rendered accurately with respect to your field of view as you look at the pc screen. Sound emitters that are on the edge of your field of view will sound slightly in front of you. Sound emitters that are off-screen and directly to your side will sound fully panned to either L or R respectively.

No: Sound emitters at the edge of your field of view will sound strongly panned to either L or R respectively. Ideal for those who play very close to the screen, or use wearable screens, or players that prefer legacy sound engines. Can be positionally misleading at certain angles to the listener."
Play Audio When Game In Background
Ursprünglich geschrieben von CS2 Console:
"snd_mute_losefocus" = "false" ( def. "true" ) archive

Option
Command
Yes
snd_mute_losefocus 1
No
snd_mute_losefocus 0
Voice
Other Player Voice Volume
Ursprünglich geschrieben von CS2 Console:
"snd_voipvolume" = "0.250000" ( def. "1.000000" ) min. 0.000000 max. 0.000000 archive - Voice volume

Slider
snd_voipvolume 0.000000 // Min
snd_voipvolume 1.000000 // Max

Value %
Command
0
snd_voipvolume 0.000000
5
snd_voipvolume 0.002500
10
snd_voipvolume 0.010000
15
snd_voipvolume 0.022500
20
snd_voipvolume 0.040000
25
snd_voipvolume 0.062500
30
snd_voipvolume 0.090000
35
snd_voipvolume 0.122500
40
snd_voipvolume 0.160000
45
snd_voipvolume 0.202500
50
snd_voipvolume 0.250000
55
snd_voipvolume 0.302500
60
snd_voipvolume 0.360000
65
snd_voipvolume 0.422500
70
snd_voipvolume 0.490000
75
snd_voipvolume 0.562500
80
snd_voipvolume 0.640000
85
snd_voipvolume 0.722500
90
snd_voipvolume 0.810000
95
snd_voipvolume 0.902500
100
snd_voipvolume 1.000000

"SFUI_Settings_VOIP_Volume_Tip"
"Adjusts overall volume of incoming voice communications from other players (VOIP)."
Voice/Microphone Mode
Ursprünglich geschrieben von CS2 Console:
"voice_modenable" = "false" ( def. "true" ) client archive clientcmd_can_execute - Enable/disable voice in this mod.

Option
Command
Disabled
voice_modenable 0
Press To Use Mic
voice_modenable 1
Voice Input Audio Device
Ursprünglich geschrieben von CS2 Console:
"voice_device_override" = "#OS_Default_Device" ( def. "" ) archive - Default device used for voice capture.

⚠️ It is advisable to refrain from utilizing this command unless you possess a clear understanding of its functionality.

  • The values for of this command differs from one computer to another.

"SFUI_Settings_Audio_Device_Tip"
"Controls which audio device Counter-Strike uses."
Hear My Own Voice
Ursprünglich geschrieben von CS2 Console:
"voice_loopback_no_networking" = "false" userinfo

Option
Command
On
voice_loopback_no_networking 1
Off
voice_loopback_no_networking 0

"GameUI_Settings_Enable_Mic_Monitor"
"Turn this on to listen to your microphone while adjusting audio settings."
Streamlined Push To Talk
Ursprünglich geschrieben von CS2 Console:
"voice_always_sample_mic" = "true" ( def. "false" ) archive - For systems experiencing a hang/stall when using voice chat.

Option
Command
Yes
voice_always_sample_mic 1
No
voice_always_sample_mic 0

"SFUI_Settings_voice_always_sample_mic_tooltip"
"Keeps the recording device active to avoid gameplay freezes on some hardware."
Microphone Trigger Threshold
Ursprünglich geschrieben von CS2 Console:
"voice_threshold" = "-120.000000" ( def. "-120.000000" ) client archive - decibel threshold for how loud the talker's input signal is before we think they are talking.

Usage:
voice_threshold <value in dB >

Slider
voice_threshold -120.000000 // min
voice_threshold 0.000000 // max

"SFUI_Settings_VOIP_Threshold_Tip"
"Only transmit voice when audio input volume is above this level and Push To Talk is active."
Music
Main Menu Volume
Ursprünglich geschrieben von CS2 Console:
"snd_menumusic_volume" = "0.040000" ( def. "0.040000" ) min. 0.000000 max. 0.000000 client archive - Volume of Menu / Non-gameplay music

Slider
snd_menumusic_volume 0.000000 // Min
snd_menumusic_volume 1.000000 // Max

Value %
Command
0
snd_menumusic_volume 0.000000
5
snd_menumusic_volume 0.002500
10
snd_menumusic_volume 0.010000
15
snd_menumusic_volume 0.022500
20
snd_menumusic_volume 0.040000
25
snd_menumusic_volume 0.062500
30
snd_menumusic_volume 0.090000
35
snd_menumusic_volume 0.122500
40
snd_menumusic_volume 0.160000
45
snd_menumusic_volume 0.202500
50
snd_menumusic_volume 0.250000
55
snd_menumusic_volume 0.302500
60
snd_menumusic_volume 0.360000
65
snd_menumusic_volume 0.422500
70
snd_menumusic_volume 0.490000
75
snd_menumusic_volume 0.562500
80
snd_menumusic_volume 0.640000
85
snd_menumusic_volume 0.722500
90
snd_menumusic_volume 0.810000
95
snd_menumusic_volume 0.902500
100
snd_menumusic_volume 1.000000
Round Start Volume
Ursprünglich geschrieben von CS2 Console:
"snd_roundstart_volume" = "0.040000" ( def. "0.000000" ) min. 0.000000 max. 0.000000 client archive - Volume of Round Start Music

Slider
snd_roundstart_volume 0.000000 // Min
snd_roundstart_volume 1.000000 // Max

Value %
Command
0
snd_roundstart_volume 0.000000
5
snd_roundstart_volume 0.002500
10
snd_roundstart_volume 0.010000
15
snd_roundstart_volume 0.022500
20
snd_roundstart_volume 0.040000
25
snd_roundstart_volume 0.062500
30
snd_roundstart_volume 0.090000
35
snd_roundstart_volume 0.122500
40
snd_roundstart_volume 0.160000
45
snd_roundstart_volume 0.202500
50
snd_roundstart_volume 0.250000
55
snd_roundstart_volume 0.302500
60
snd_roundstart_volume 0.360000
65
snd_roundstart_volume 0.422500
70
snd_roundstart_volume 0.490000
75
snd_roundstart_volume 0.562500
80
snd_roundstart_volume 0.640000
85
snd_roundstart_volume 0.722500
90
snd_roundstart_volume 0.810000
95
snd_roundstart_volume 0.902500
100
snd_roundstart_volume 1.000000
Round Action Volume
Ursprünglich geschrieben von CS2 Console:
"snd_roundaction_volume" = "0.040000" ( def. "0.000000" ) min. 0.000000 max. 0.000000 client archive - Volume of Move Action Music

Slider
snd_roundaction_volume 0.000000 // Min
snd_roundaction_volume 1.000000 // Max

Value %
Command
0
snd_roundaction_volume 0.000000
5
snd_roundaction_volume 0.002500
10
snd_roundaction_volume 0.010000
15
snd_roundaction_volume 0.022500
20
snd_roundaction_volume 0.040000
25
snd_roundaction_volume 0.062500
30
snd_roundaction_volume 0.090000
35
snd_roundaction_volume 0.122500
40
snd_roundaction_volume 0.160000
45
snd_roundaction_volume 0.202500
50
snd_roundaction_volume 0.250000
55
snd_roundaction_volume 0.302500
60
snd_roundaction_volume 0.360000
65
snd_roundaction_volume 0.422500
70
snd_roundaction_volume 0.490000
75
snd_roundaction_volume 0.562500
80
snd_roundaction_volume 0.640000
85
snd_roundaction_volume 0.722500
90
snd_roundaction_volume 0.810000
95
snd_roundaction_volume 0.902500
100
snd_roundaction_volume 1.000000
Round End Volume
Ursprünglich geschrieben von CS2 Console:
"snd_roundend_volume" = "0.040000" ( def. "0.160000" ) min. 0.000000 max. 0.000000 client archive - Volume of Won/Lost Music

Slider
snd_roundend_volume 0.000000 // Min
snd_roundend_volume 1.000000 // Max

Value %
Command
0
snd_roundend_volume 0.000000
5
snd_roundend_volume 0.002500
10
snd_roundend_volume 0.010000
15
snd_roundend_volume 0.022500
20
snd_roundend_volume 0.040000
25
snd_roundend_volume 0.062500
30
snd_roundend_volume 0.090000
35
snd_roundend_volume 0.122500
40
snd_roundend_volume 0.160000
45
snd_roundend_volume 0.202500
50
snd_roundend_volume 0.250000
55
snd_roundend_volume 0.302500
60
snd_roundend_volume 0.360000
65
snd_roundend_volume 0.422500
70
snd_roundend_volume 0.490000
75
snd_roundend_volume 0.562500
80
snd_roundend_volume 0.640000
85
snd_roundend_volume 0.722500
90
snd_roundend_volume 0.810000
95
snd_roundend_volume 0.902500
100
snd_roundend_volume 1.000000
MVP Volume
Ursprünglich geschrieben von CS2 Console:
"snd_mvp_volume" = "0.040000" ( def. "0.160000" ) min. 0.000000 max. 0.000000 client archive - Volume of MVP Music

Slider
snd_mvp_volume 0.000000 // Min
snd_mvp_volume 1.000000 // Max

Value %
Command
0
snd_mvp_volume 0.000000
5
snd_mvp_volume 0.002500
10
snd_mvp_volume 0.010000
15
snd_mvp_volume 0.022500
20
snd_mvp_volume 0.040000
25
snd_mvp_volume 0.062500
30
snd_mvp_volume 0.090000
35
snd_mvp_volume 0.122500
40
snd_mvp_volume 0.160000
45
snd_mvp_volume 0.202500
50
snd_mvp_volume 0.250000
55
snd_mvp_volume 0.302500
60
snd_mvp_volume 0.360000
65
snd_mvp_volume 0.422500
70
snd_mvp_volume 0.490000
75
snd_mvp_volume 0.562500
80
snd_mvp_volume 0.640000
85
snd_mvp_volume 0.722500
90
snd_mvp_volume 0.810000
95
snd_mvp_volume 0.902500
100
snd_mvp_volume 1.000000
Bomb / Hostage Volume
Ursprünglich geschrieben von CS2 Console:
"snd_mapobjective_volume" = "0.040000" ( def. "0.040000" ) min. 0.000000 max. 0.000000 client archive - Volume of Map Objective Music

Slider
snd_mapobjective_volume 0.000000 // Min
snd_mapobjective_volume 1.000000 // Max

Value %
Command
0
snd_mapobjective_volume 0.000000
5
snd_mapobjective_volume 0.002500
10
snd_mapobjective_volume 0.010000
15
snd_mapobjective_volume 0.022500
20
snd_mapobjective_volume 0.040000
25
snd_mapobjective_volume 0.062500
30
snd_mapobjective_volume 0.090000
35
snd_mapobjective_volume 0.122500
40
snd_mapobjective_volume 0.160000
45
snd_mapobjective_volume 0.202500
50
snd_mapobjective_volume 0.250000
55
snd_mapobjective_volume 0.302500
60
snd_mapobjective_volume 0.360000
65
snd_mapobjective_volume 0.422500
70
snd_mapobjective_volume 0.490000
75
snd_mapobjective_volume 0.562500
80
snd_mapobjective_volume 0.640000
85
snd_mapobjective_volume 0.722500
90
snd_mapobjective_volume 0.810000
95
snd_mapobjective_volume 0.902500
100
snd_mapobjective_volume 1.000000
Ten Second Warning Volume
Ursprünglich geschrieben von CS2 Console:
"snd_tensecondwarning_volume" = "0.040000" ( def. "0.040000" ) min. 0.000000 max. 0.000000 client archive - Volume of Ten Second Warnings

Slider
snd_tensecondwarning_volume 0.000000 // Min
snd_tensecondwarning_volume 1.000000 // Max

Value %
Command
0
snd_tensecondwarning_volume 0.000000
5
snd_tensecondwarning_volume 0.002500
10
snd_tensecondwarning_volume 0.010000
15
snd_tensecondwarning_volume 0.022500
20
snd_tensecondwarning_volume 0.040000
25
snd_tensecondwarning_volume 0.062500
30
snd_tensecondwarning_volume 0.090000
35
snd_tensecondwarning_volume 0.122500
40
snd_tensecondwarning_volume 0.160000
45
snd_tensecondwarning_volume 0.202500
50
snd_tensecondwarning_volume 0.250000
55
snd_tensecondwarning_volume 0.302500
60
snd_tensecondwarning_volume 0.360000
65
snd_tensecondwarning_volume 0.422500
70
snd_tensecondwarning_volume 0.490000
75
snd_tensecondwarning_volume 0.562500
80
snd_tensecondwarning_volume 0.640000
85
snd_tensecondwarning_volume 0.722500
90
snd_tensecondwarning_volume 0.810000
95
snd_tensecondwarning_volume 0.902500
100
snd_tensecondwarning_volume 1.000000
Death Camera Volume
Ursprünglich geschrieben von CS2 Console:
"snd_deathcamera_volume" = "0.040000" ( def. "0.160000" ) min. 0.000000 max. 0.000000 client archive - Volume of Deathcam Timers

Slider
snd_deathcamera_volume 0.000000 // Min
snd_deathcamera_volume 1.000000 // Max

Value %
Command
0
snd_deathcamera_volume 0.000000
5
snd_deathcamera_volume 0.002500
10
snd_deathcamera_volume 0.010000
15
snd_deathcamera_volume 0.022500
20
snd_deathcamera_volume 0.040000
25
snd_deathcamera_volume 0.062500
30
snd_deathcamera_volume 0.090000
35
snd_deathcamera_volume 0.122500
40
snd_deathcamera_volume 0.160000
45
snd_deathcamera_volume 0.202500
50
snd_deathcamera_volume 0.250000
55
snd_deathcamera_volume 0.302500
60
snd_deathcamera_volume 0.360000
65
snd_deathcamera_volume 0.422500
70
snd_deathcamera_volume 0.490000
75
snd_deathcamera_volume 0.562500
80
snd_deathcamera_volume 0.640000
85
snd_deathcamera_volume 0.722500
90
snd_deathcamera_volume 0.810000
95
snd_deathcamera_volume 0.902500
100
snd_deathcamera_volume 1.000000
Mute MVP Music when players on both teams are alive
Ursprünglich geschrieben von CS2 Console:
"snd_mute_mvp_music_live_players" = "true" ( def. "false" ) client archive - If set, MVP music is muted if players from both teams are still alive.

Option
Command
Yes
snd_mute_mvp_music_live_players 1
No
snd_mute_mvp_music_live_players 0
Game Mode EQ
Competitive EQ
Option
Command
Default
snd_eq_competitive -1
Natural
snd_eq_competitive 0
Crisp
snd_eq_competitive 1
Smooth
snd_eq_competitive 2

"SFUI_Settings_Competitive_EQ_Tip"
"Applies this EQ profile for the duration of a Competitive match"
Casual EQ
Option
Command
Default
snd_eq_casual -1
Natural
snd_eq_casual 0
Crisp
snd_eq_casual 1
Smooth
snd_eq_casual 2

"SFUI_Settings_Casual_EQ_Tip"
"Applies this EQ profile for the duration of a Casual match"
Deathmatch EQ
Option
Command
Default
snd_eq_deathmatch -1
Natural
snd_eq_deathmatch 0
Crisp
snd_eq_deathmatch 1
Smooth
snd_eq_deathmatch 2

"SFUI_Settings_Deathmatch_EQ_Tip"
"Applies this EQ profile for the duration of Deathmatch"
Arms Race EQ
Option
Command
Default
snd_eq_arms_race -1
Natural
snd_eq_arms_race 0
Crisp
snd_eq_arms_race 1
Smooth
snd_eq_arms_race 2

"SFUI_Settings_Arms_Race_EQ_Tip"
"Applies this EQ profile for the duration of Arms Race"
Game
Game
Game
Launched With Developer Console
Ursprünglich geschrieben von CS2 Console:
"con_enable" = "true" ( def. "false" ) archive - Allows the console to be activated.

Option
Command
Yes
con_enable 1
No
con_enable 0

"GameUI_Settings_Enable_Console_Tooltip"
"If you have launch options like -dev or -console that enable the console they override this setting."

Max Acceptable Matchmaking Ping
Ursprünglich geschrieben von CS2 Console:
"mm_dedicated_search_maxping" = "90" ( def. "150" ) min. 0.000000 max. 0.000000 archive - Longest preferred ping to dedicated servers for games

Slider
mm_dedicated_search_maxping 25 // Min
mm_dedicated_search_maxping 350 // Max

"SFUI_Settings_Match_Ping_Threshold_Info"
"Allows you to specify max acceptable matchmaking ping when searching for a game on official matchmaking servers.
If there are official servers satisfying your ping setting then official matchmaking will always put you in a match hosted on those servers.
If there are no official servers near you satisfying your ping setting then official matchmaking will put you in a match hosted on the next nearest official server, latency to which may exceed your ping setting."
Max Acceptable Game Traffic Bandwidth
Ursprünglich geschrieben von CS2 Console:
"rate" = "786432" ( def. "786432" ) min. 0.000000 max. 0.000000 archive userinfo - Min bytes/sec the host can receive data

Option
Command
Extremly Restricted
rate 98304
Below 1.0 Mbps
rate 131072
Up to 1.5 Mbps
rate 196608
Up to 2.0 Mbps
rate 262144
Up to 2.5 Mbps
rate 327680
3 Mbps
rate 393216
4 Mbps
rate 524288
Unrestricted
rate 786432

"SFUI_Settings_Network_Bandwidth_Info"
"Allows to specify game traffic bandwidth that online game servers send to you during gameplay.
Lower bandwidth rate setting can help avoid packet loss if your internet service provider or routers drop network packets.
Insufficient bandwidth rate however can result in delayed network packets at times when game server sends updates about multiple other players over the network to your client."
Buffering to smooth over packet loss
Ursprünglich geschrieben von CS2 Console:
"cl_net_buffer_ticks" = "1" ( def. "0" ) min. 0.000000 max. 0.000000 client archive - Number of ticks of delay for server snapshots and user commands. This value controls the value of cl_interp_ratio, which you should not modify directly.

Option
Command
None
cl_net_buffer_ticks 0
1 Packet
cl_net_buffer_ticks 1
2 Packets
cl_net_buffer_ticks 2

"SFUI_Settings_Network_ExtraBuffering_Info"
"Buffer snapshots from the server and commands from the client.

This decreases the amount of stuttering caused by packet loss, but increases your effective ping time."
Install Counter-Strike Workshop Tools
Ursprünglich geschrieben von CS2 Console:
"install_dlc_workshoptools_cvar" = "1" ( def. "-1" ) client - DLC Install Status

Option
Command
Yes
install_dlc_workshoptools_cvar 1
No
install_dlc_workshoptools_cvar 0

-tools launch option
Hud
HUD Scale
Ursprünglich geschrieben von CS2 Console:
"hud_scaling" = "1.000000" ( def. "1.000000" ) min. 0.000000 max. 0.000000 client archive - Scales hud elements

Slider
hud_scaling 0.900000 // Min
hud_scaling 1.100000 // Max

"SFUI_Settings_HUDScaling_Info"
"HUD Scale adjusts the size of all HUD elements."
HUD Color
Ursprünglich geschrieben von CS2 Console:
"cl_hud_color" = "6" ( def. "0" ) client archive - 0 = team color, 1 = white, 2 = bright white, 3 = light blue, 4 = blue, 5 = purple, 6 = red, 7 = orange, 8 = yellow, 9 = green, 10 = aqua, 11 = pink, 12 = teammate color.

Option
Command
Team Color
cl_hud_color 0
Player Color
cl_hud_color 12
White
cl_hud_color 1
Bright White
cl_hud_color 2
Light Blue
cl_hud_color 3
Blue
cl_hud_color 4
Aqua
cl_hud_color 10
Aqua
cl_hud_color 10
Purple
cl_hud_color 5
Red
cl_hud_color 6
Orange
cl_hud_color 7
Yellow
cl_hud_color 8
Green
cl_hud_color 9
Pink
cl_hud_color 11

"SFUI_Settings_HUD_Color_Info"
"This color is applied to selected parts of the HUD, including health, armor and ammo."
Large Player Count
Ursprünglich geschrieben von CS2 Console:
"cl_teamcounter_playercount_instead_of_avatars" = "true" ( def. "false" ) client archive

Option
Command
Yes
cl_teamcounter_playercount_instead_of_avatars 1
No
cl_teamcounter_playercount_instead_of_avatars 0

"SFUI_Settings_MiniScoreboardPlayerCount_Tooltip"
"During the active portion of the round, replace player avatars with team player count in the mini-scoreboard."
Community Notification Location
Ursprünglich geschrieben von CS2 Console:
"ui_steam_overlay_notification_position" = "topleft" ( def. "bottomleft" ) client archive - Steam overlay notification position

Option
Command
Top Left
ui_steam_overlay_notification_position topleft
Bottom Left
ui_steam_overlay_notification_position bottomleft
Bottom Right
ui_steam_overlay_notification_position bottomright
Top Right
ui_steam_overlay_notification_position topright
Community Notification Horizontal Offset
Ursprünglich geschrieben von CS2 Console:
"ui_steam_overlay_notification_position_horz" = "0" ( def. "0" ) min. 0.000000 max. 0.000000 client archive - Steam overlay notification position horizontal offset

Slider
ui_steam_overlay_notification_position_horz 0 // Min
ui_steam_overlay_notification_position_horz 100 // Max
Community Notification Vertical Offset
Ursprünglich geschrieben von CS2 Console:
"ui_steam_overlay_notification_position_vert" = "1" ( def. "0" ) min. 0.000000 max. 0.000000 client archive - Steam overlay notification position vertical offset

Slider
ui_steam_overlay_notification_position_vert 0 // Min
ui_steam_overlay_notification_position_vert 100 // Max
Glow Weapon with Rarity Color
Ursprünglich geschrieben von CS2 Console:
"cl_weapon_selection_rarity_color" = "true" ( def. "false" ) client archive

Option
Command
Yes
cl_weapon_selection_rarity_color 1
No
cl_weapon_selection_rarity_color 0
Team
Show Teams Positions Through Walls
Ursprünglich geschrieben von CS2 Console:
"cl_teamid_overhead_mode" = "2" ( def. "2" ) client archive

Option
Command
Pips, Names, Health, and Equipment
cl_teamid_overhead_mode 3
Pips, Names, and Health
cl_teamid_overhead_mode 2
Pips
cl_teamid_overhead_mode 1
Off
cl_teamid_overhead_mode 0
Show Player Colors in Competitive
Ursprünglich geschrieben von CS2 Console:
"cl_teammate_colors_show" = "1" ( def. "1" ) client archive - In competitive, 1 = show teammates as separate colors in the radar, scoreboard, etc., 2 = show colors and letters

Option
Command
Show Colors
cl_teammate_colors_show 1
Colors and Letters
cl_teammate_colors_show 2
No
cl_teammate_colors_show 0
Use Player Colors on Team ID
Ursprünglich geschrieben von CS2 Console:
"cl_teamid_overhead_colors_show" = "false" ( def. "true" ) client archive - Show team overhead id in teammate color

Option
Command
Yes
cl_teamid_overhead_colors_show 1
No
cl_teamid_overhead_colors_show 0
Friends Lobby Default Permissions
Ursprünglich geschrieben von CS2 Console:
"lobby_default_privacy_bits2" = "0" ( def. "1" ) client archive - Lobby default permissions (0: private, 1: public)

Option
Command
Friend Need Invites
lobby_default_privacy_bits2 0
All Friends Can Join
lobby_default_privacy_bits2 1
Looking to Play when Counter-Strike Starts
Ursprünglich geschrieben von CS2 Console:
"ui_setting_advertiseforhire_auto" = "0" ( def. "1" ) client archive - Whether users will automatically advertise for invites (0: off; 1: last; 2: auto)

Option
Command
Disabled
ui_setting_advertiseforhire_auto 0
Remember Last State
ui_setting_advertiseforhire_auto 1
Automatic
ui_setting_advertiseforhire_auto 2
Communication
Player Pings
Ursprünglich geschrieben von CS2 Console:
"cl_player_ping_mute" = "0" ( def. "0" ) client archive - If 1, player pinging will make a sound, if 0, pings will be silent

Option
Command
Display and Play Sound
cl_player_ping_mute 0
Display Without Sound
cl_player_ping_mute 1
Disabled
cl_player_ping_mute 2
Mute Enemy Team
Ursprünglich geschrieben von CS2 Console:
"cl_mute_enemy_team" = "true" ( def. "false" ) client archive - Block all communication from players on the enemy team.

Option
Command
Yes
cl_mute_enemy_team 1
No
cl_mute_enemy_team 0
Mute All But Friends
Ursprünglich geschrieben von CS2 Console:
"cl_mute_all_but_friends_and_party" = "1" ( def. "0" ) client archive - Only allow communication from friends and matchmaking party members. Set to 1 to apply the in non-competitive game modes. Set to 2 will apply the setting in all modes.

Option
Command
No
cl_mute_all_but_friends_and_party 0
Only in non-competitive modes
cl_mute_all_but_friends_and_party 1
Always
cl_mute_all_but_friends_and_party 2

"SFUI_Settings_MuteAllButFriends_Tooltip"
"Block communication from everyone except players you are friends with or players in your matchmaking party."
Text Filtering

"SFUI_Settings_FilterText_Title_Tooltip"
"Adjust text filtering settings in Steam Community Content Preferences."
Allow Animated Avatars
Ursprünglich geschrieben von CS2 Console:
"cl_allow_animated_avatars" = "false" ( def. "true" ) client archive - Whether or not to allow animated avatars

Option
Command
Yes
cl_allow_animated_avatars 1
No
cl_allow_animated_avatars 0

"Settings_AllowAnimatedAvatars_Title_Tooltip"
"Whether or not to allow animated Steam avatars."
Hide Avatar Images and Customized Items
Ursprünglich geschrieben von CS2 Console:
"cl_hide_avatar_images" = "1" ( def. "0" ) client archive - Hide avatar images for other players.
0 - Off.
1 - Block All
2 - Block all but friends

Option
Command
Show All
cl_hide_avatar_images 0
Hide All
cl_hide_avatar_images 1
Show Only Friends
cl_hide_avatar_images 2
Clean Player Names
Ursprünglich geschrieben von CS2 Console:
"cl_sanitize_player_names" = "true" ( def. "false" ) client archive - Replace names of other players with something non-offensive.

Option
Command
Yes
cl_sanitize_player_names 1
No
cl_sanitize_player_names 0

"SFUI_Settings_SanitizeNames_Title_Tooltip"
"Change names of players not on your friends list to something neutral."
Spectator / Scoreboard
Spectator/Map Vote Number Selection Method
Ursprünglich geschrieben von CS2 Console:
"spec_usenumberkeys_nobinds" = "false" ( def. "true" ) client archive - If set to 1, map voting and spectator view use the raw number keys instead of the weapon binds (slot1, slot2, etc).

Option
Command
Use Number Keys
spec_usenumberkeys_nobinds 1
Use Weapon Slots
spec_usenumberkeys_nobinds 0
Scoreboard Mouse Enable / End of Match Scoreboard Toggle
Ursprünglich geschrieben von CS2 Console:
"cl_scoreboard_mouse_enable_binding" = "+attack2" ( def. "+attack2" ) client archive - Name of the binding to enable mouse selection in the scoreboard

Option
Command
Secondary Fire
cl_scoreboard_mouse_enable_binding +attack2
Duck
cl_scoreboard_mouse_enable_binding +duck
Jump
cl_scoreboard_mouse_enable_binding +jump
Drop Weapon
cl_scoreboard_mouse_enable_binding drop
Last Weapon Used
cl_scoreboard_mouse_enable_binding lastinv
Radio Message
cl_scoreboard_mouse_enable_binding radio
Use
cl_scoreboard_mouse_enable_binding +use
End of Match Local Player Defeat Animation
Ursprünglich geschrieben von CS2 Console:
"eom_local_player_defeat_anim_enabled" = "true" client archive


Option
Command
Enabled
eom_local_player_defeat_anim_enabled 1
Disabled
eom_local_player_defeat_anim_enabled 0
Survivors Always On
Ursprünglich geschrieben von CS2 Console:
"cl_scoreboard_survivors_always_on" = "true" ( def. "false" ) client archive

Option
Command
Yes
cl_scoreboard_survivors_always_on 1
No
cl_scoreboard_survivors_always_on 0
Smooth Spectator Camera
Ursprünglich geschrieben von CS2 Console:
"cl_obs_interp_enable" = "false" ( def. "true" ) client archive - Enables interpolation between observer targets

Option
Command
Yes
cl_obs_interp_enable 1
No
cl_obs_interp_enable 0

"SFUI_Settings_Spec_InterpCamera_Info"
"Sets whether your spectator camera will smoothly interpolate to the next target when switching between players"
Smooth Spectator Camera Speed
Ursprünglich geschrieben von CS2 Console:
"cl_obs_interp_pos_rate" = "0.300000" ( def. "0.270000" ) client archive

Slider
cl_obs_interp_pos_rate 0.050000 // Min
cl_obs_interp_pos_rate 0.400000 // Max

"SFUI_Settings_Spec_InterpCameraSpeed_Info"
"Sets how fast the smoothed spectator camera will move when interpolating between targets."
Item
Delay Sniper Rifle Un-Scope after Shot
Ursprünglich geschrieben von CS2 Console:
"cl_sniper_delay_unscope" = "true" ( def. "false" ) client archive

Option
Command
Yes
cl_sniper_delay_unscope 1
No
cl_sniper_delay_unscope 0
Auto Re-Zoom Sniper Rifle after Shot
Ursprünglich geschrieben von CS2 Console:
"cl_sniper_auto_rezoom" = "false" ( def. "true" ) client archive userinfo per_user - Auto-rezoom snipers after a shot

Option
Command
Yes
cl_sniper_auto_rezoom 1
No
cl_sniper_auto_rezoom 0
Detach Silencer on M4A1-S and USP-S
Ursprünglich geschrieben von CS2 Console:
"cl_silencer_mode" = "1" ( def. "0" ) client archive userinfo per_user - 0: cannot detach; 1: press secondary fire to detach

Option
Command
Secondary Fire
cl_silencer_mode 1
Disabled
cl_silencer_mode 0

"Cstrike_Fiddle_With_Silencers_Desc"
"Allow or disallow the removal of silencers on the M4A1-S and USP-S."
Viewmodel Position
Ursprünglich geschrieben von CS2 Console:
"viewmodel_presetpos" = "1" ( def. "1" ) client archive - 1:"Desktop", 2:"Couch", 3:"Classic"

Option
Command
Desktop
viewmodel_presetpos 1
Couch
viewmodel_presetpos 2
Classic
viewmodel_presetpos 3
Preferred Viewmodel Left/Right Handedness
Ursprünglich geschrieben von CS2 Console:
"cl_prefer_lefthanded" = "true" ( def. "false" ) client archive userinfo per_user - Left handed preference

Option
Command
Right
cl_prefer_lefthanded 0
Left
cl_prefer_lefthanded 1

"Cstrike_PreferredHandedness_Desc"
"Set the default viewmodel left/right handedness. There is also a key binding to switch hands temporarily during gameplay."
First Person Tracers
Ursprünglich geschrieben von CS2 Console:
"r_drawtracers_firstperson" = "false" ( def. "true" ) client archive - Toggle visibility of first person weapon tracers

Option
Command
Enabled
r_drawtracers_firstperson 1
Disabled
r_drawtracers_firstperson 0

"Cstrike_FirstPersonTracers_Desc"
"Whether or not to render your own bullet tracers locally. Other players will still see them."
Always Show Inventory
Ursprünglich geschrieben von CS2 Console:
"cl_showloadout" = "true" ( def. "true" ) client archive per_user - Toggles display of current loadout.

Option
Command
Yes
cl_showloadout 1
No
cl_showloadout 0
Open Buy Menu With Use Key
Ursprünglich geschrieben von CS2 Console:
"cl_use_opens_buy_menu" = "true" ( def. "false" ) client archive userinfo per_user - Pressing the +use key will open the buy menu if in a buy zone (just as if you pressed the 'buy' key).

Option
Command
Yes
cl_use_opens_buy_menu 1
No
cl_use_opens_buy_menu 0
Buy Menu Number Keys
Ursprünglich geschrieben von CS2 Console:
"cl_buywheel_nonumberpurchasing" = "true" ( def. "false" ) client archive per_user - Set non-zero to prevent buy wheel from purchasing via number keys

Option
Command
Number Keys Buy Items
cl_buywheel_nonumberpurchasing 0
Ignored, Handled Buy Game
cl_buywheel_nonumberpurchasing 1

"SFUI_Open_Buy_menu_numberpurchasing_Info"
"Select how pressing number keys is handled when the buy menu is active: number keys can be used as shortcuts for activating the radial buy wheel wedges or number keys can be ignored and handled by the game."
Buy Menu Donation Key
Ursprünglich geschrieben von CS2 Console:
"cl_buywheel_donate_key" = "1" ( def. "0" ) client archive per_user - Set the key to use for donation in the buy menu. 0: Left Control; 1: Left Alt; 2: Left Shift.

Option
Command
Left Ctrl
cl_buywheel_donate_key 0
Left Alt
cl_buywheel_donate_key 1
Left Shift
cl_buywheel_donate_key 2

"SFUI_Settings_FollowGrenadeKey_Info"
"Sets the key used to follow grenades thrown by a player you are observing."
Last Weapon on Radio Weapon Tap
"SFUI_radial_wep_last_wep_on_tap_Info"
"Tapping and releasing the Radial Weapon Menu key will select your last weapon. Holding your Radial Weapon Menu key will bring up the radial menu."
Radar / Tablet
Radar Centers The Player
Ursprünglich geschrieben von CS2 Console:
"cl_radar_always_centered" = "true" ( def. "true" ) client archive - If set to 0, the radar is maximally used. Otherwise the player is always centered, even at map extents.

Option
Command
Yes
cl_radar_always_centered 1
No
cl_radar_always_centered 0

"SFUI_Settings_Radar_Centered_Info"
"Toggles between a radar that is centered around the player or best fit."
Radar Is Rotating
Ursprünglich geschrieben von CS2 Console:
"cl_radar_rotate" = "true" ( def. "true" ) client archive - 1

Option
Command
Yes
cl_radar_rotate 1
No
cl_radar_rotate 0

"SFUI_Settings_Radar_Rotate_Info"
"Toggles between a radar that rotates and a radar with a fixed orientation."
Radar Hud Map Blends With Background
Ursprünglich geschrieben von CS2 Console:
[ Console ]: "cl_hud_radar_map_additive" = "false" ( def. "true" ) client archive - Blend Hud radar map additively on top of background.

Option
Command
Yes
cl_hud_radar_map_additive 1
No
cl_hud_radar_map_additive 0

"SFUI_Settings_HUD_Radar_Map_Additive_Info"
"Blend the radar Hud map colors with the background environment."
Radar Hud Background Opacity
Ursprünglich geschrieben von CS2 Console:
"cl_hud_radar_background_alpha" = "0.000000" ( def. "0.627000" ) min. 0.000000 max. 0.000000 client archive

Slider
cl_hud_radar_background_alpha 0.000000 // Min
cl_hud_radar_background_alpha 1.000000 // Max

Default
cl_hud_radar_background_alpha 0.627000

"SFUI_Settings_HUD_Radar_Background_Alpha_Info"
"Adjusts the opacity of the Hud radar background environment."
Radar Hud Size
Ursprünglich geschrieben von CS2 Console:
"cl_hud_radar_scale" = "1.200000" ( def. "1.000000" ) min. 0.000000 max. 0.000000 client archive

Slider
cl_hud_radar_scale 0.800000 // Min
cl_hud_radar_scale 1.300000 // Max

"SFUI_Settings_HUD_Radar_Size_Info"
"Adjusts the size of the radar relative to other Hud elements."
Radar Map Zoom
Ursprünglich geschrieben von CS2 Console:
"cl_radar_scale" = "0.400000" ( def. "0.700000" ) min. 0.000000 max. 0.000000 client archive - Sets the radar scale. Valid values are 0.25 to 1.0.

Slider
cl_radar_scale 0.400000 // Min
cl_radar_scale 1.000000 // Max

"SFUI_Settings_Radar_Scale_Info"
"Map Zoom impacts the amount of the map that is visible on the radar."
Radar Map Alternate Zoom
Ursprünglich geschrieben von CS2 Console:
[ Console ]: "cl_radar_scale_alternate" = "0.400000" ( def. "1.000000" ) min. 0.000000 max. 0.000000 client archive - Sets the alternate radar scale. Valid values are 0.25 to 1.0.

Slider
cl_radar_scale_alternate 0.400000 // Min
cl_radar_scale_alternate 1.000000 // Max

"SFUI_Settings_Radar_Scale_Alternate_Info"
"An alternate level of Map Zoom that you can toggle between using a key"

For some reason the game indicates that the min value is 0.25, but the slider only goes to 0.4...
Toggle Shape With Scoreboard
Ursprünglich geschrieben von CS2 Console:
"cl_radar_square_with_scoreboard" = "true" ( def. "true" ) client archive - If set, the radar will toggle to square when the scoreboard is visible.

Option
Command
Yes
cl_radar_square_with_scoreboard 1
No
cl_radar_square_with_scoreboard 0

"SFUI_Settings_Radar_Shape_Scoreboard_Info"
"If set to Yes, the radar will toggle to square and display the whole map when the scoreboard is visible."
Crosshair
Crosshair Style
Ursprünglich geschrieben von CS2 Console:
"cl_crosshairstyle" = "4" ( def. "2" ) client archive per_user - 0 = DEFAULT (DISABLED), 1 = DEFAULT STATIC (DISABLED), 2 = DEFAULT (accurate recoil/spread feedback with a fixed inner part), 3 = ACCURATE DYNAMIC (DISABLED) (accurate recoil/spread feedback), 4 = DEFAULT STATIC, 5 = LEGACY (fake recoil - inaccurate feedback)

Option
Command
Classic
cl_crosshairstyle 2
Classic Static
cl_crosshairstyle 4
Legacy
cl_crosshairstyle 5
Friendly Fire Reticle Warning
Ursprünglich geschrieben von CS2 Console:
"cl_crosshair_friendly_warning" = "0" ( def. "1" ) min. 0.000000 max. 0.000000 client archive - 0: off, 1: on

Option
Command
Always Off
cl_crosshair_friendly_warning 0
Always On
cl_crosshair_friendly_warning 1
Follow Recoil
Ursprünglich geschrieben von CS2 Console:
"cl_crosshair_recoil" = "false" ( def. "true" ) client archive per_user

Option
Command
Yes
cl_crosshair_recoil 1
No
cl_crosshair_recoil 0
Center Dot
Ursprünglich geschrieben von CS2 Console:
"cl_crosshairdot" = "true" ( def. "false" ) client archive per_user

Option
Command
Yes
cl_crosshairdot 1
No
cl_crosshairdot 0
Length
Ursprünglich geschrieben von CS2 Console:
"cl_crosshairsize" = "3.900000" ( def. "3.900000" ) client archive per_user

Slider
cl_crosshairsize 0.000000 // Min
cl_crosshairsize 10.00000 // Max
Thickness
Ursprünglich geschrieben von CS2 Console:
"cl_crosshairthickness" = "0.600000" ( def. "0.600000" ) client archive per_user

Slider
cl_crosshairthickness 0.100000 // Min
cl_crosshairthickness 6.000000 // Max
Gap
Ursprünglich geschrieben von CS2 Console:
"cl_crosshairgap" = "-2.200000" ( def. "-2.200000" ) client archive per_user

Slider
cl_crosshairgap -5.000000 // Min
cl_crosshairgap 5.000000 // Max
Outline
Ursprünglich geschrieben von CS2 Console:
"cl_crosshair_drawoutline" = "false" ( def. "true" ) client archive per_user - Draws a black outline around the crosshair for better visibility
Ursprünglich geschrieben von CS2 Console:
"cl_crosshair_outlinethickness" = "1.000000" ( def. "1.000000" ) min. 0.000000 max. 0.000000 client archive per_user - Set how thick you want your crosshair outline to draw (0-3)

Option
Command
Checkbox ✅
cl_crosshair_drawoutline 1
Checkbox ⬜
cl_crosshair_drawoutline 0

Slider
cl_crosshair_outlinethickness 0.000000 // Min
cl_crosshair_outlinethickness 3.000000 // Max
Red
Ursprünglich geschrieben von CS2 Console:
"cl_crosshaircolor_r" = "255" ( def. "0" ) min. 0.000000 max. 0.000000 client archive per_user

Requires cl_crosshaircolor 5

Slider
cl_crosshaircolor_r 0 // Min
cl_crosshaircolor_r 255 // Max
Green
Ursprünglich geschrieben von CS2 Console:
"cl_crosshaircolor_g" = "255" ( def. "0" ) min. 0.000000 max. 0.000000 client archive per_user

Requires cl_crosshaircolor 5

Slider
cl_crosshaircolor_g 0 // Min
cl_crosshaircolor_g 255 // Max
Blue
Ursprünglich geschrieben von CS2 Console:
"cl_crosshaircolor_b" = "255" ( def. "0" ) min. 0.000000 max. 0.000000 client archive per_user

Requires cl_crosshaircolor 5

Slider
cl_crosshaircolor_b 0 // Min
cl_crosshaircolor_b 255 // Max
Alpha
Ursprünglich geschrieben von CS2 Console:
"cl_crosshairusealpha" = "false" ( def. "true" ) client archive per_user
Ursprünglich geschrieben von CS2 Console:
"cl_crosshairalpha" = "255" ( def. "200" ) min. 0.000000 max. 0.000000 client archive per_user

Option
Command
Checkbox ✅
cl_crosshairusealpha 1
Checkbox ⬜
cl_crosshairusealpha 0

Slider
cl_crosshairalpha 0 // Min
cl_crosshairalpha 255 // Max
Split Distance
Ursprünglich geschrieben von CS2 Console:
"cl_crosshair_dynamic_splitdist" = "7" ( def. "3" ) client archive per_user - If using cl_crosshairstyle 2, this is the distance that the crosshair pips will split into 2. (default is 7)

Slider
cl_crosshair_dynamic_splitdist 0 // Min
cl_crosshair_dynamic_splitdist 16 // Max
Inner Split Alpha
Ursprünglich geschrieben von CS2 Console:
"cl_crosshair_dynamic_splitalpha_innermod" = "1.000000" ( def. "0.000000" ) min. 0.000000 max. 0.000000 client archive per_user - If using cl_crosshairstyle 2, this is the alpha modification that will be used for the INNER crosshair pips once they've split. [0 - 1]

Slider
cl_crosshair_dynamic_splitalpha_innermod 0.0 // Min
cl_crosshair_dynamic_splitalpha_innermod 1.0 // Max
Outer Split Alpha
Ursprünglich geschrieben von CS2 Console:
"cl_crosshair_dynamic_splitalpha_outermod" = "0.500000" ( def. "1.000000" ) min. 0.000000 max. 0.000000 client archive per_user - If using cl_crosshairstyle 2, this is the alpha modification that will be used for the OUTER crosshair pips once they've split. [0.3 - 1]

Slider
cl_crosshair_dynamic_splitalpha_outermod 0.3 // Min
cl_crosshair_dynamic_splitalpha_outermod 1.0 // Max
Split Size Ratio
Ursprünglich geschrieben von CS2 Console:
"cl_crosshair_dynamic_maxdist_splitratio" = "0.300000" ( def. "1.000000" ) min. 0.000000 max. 0.000000 client archive per_user - If using cl_crosshairstyle 2, this is the ratio used to determine how long the inner and outer xhair pips will be. [inner = cl_crosshairsize*(1-cl_crosshair_dynamic_maxdist_splitratio), outer = cl_crosshairsize*cl_crosshair_dynamic_maxdist_splitratio] [0 - 1]

Slider
cl_crosshair_dynamic_maxdist_splitratio 0.0 // Min
cl_crosshair_dynamic_maxdist_splitratio 1.0 // Max
T Style
Ursprünglich geschrieben von CS2 Console:
"cl_crosshair_t" = "true" ( def. "false" ) client archive per_user - T style crosshair

Option
Command
Yes
cl_crosshair_t 1
No
cl_crosshair_t 0
Deployed Weapon Gap
Ursprünglich geschrieben von CS2 Console:
"cl_crosshairgap_useweaponvalue" = "false" ( def. "true" ) client archive per_user - If set to 1, the gap will update dynamically based on which weapon is currently equipped

Option
Command
Yes
cl_crosshairgap_useweaponvalue 1
No
cl_crosshairgap_useweaponvalue 0

"GameUI_ShowWeaponGap_Tooltip"
"Crosshair gap will update dynamically based on which weapon is currently equipped."
Show Player Crosshairs
Ursprünglich geschrieben von CS2 Console:
"cl_show_observer_crosshair" = "2" ( def. "2" ) client archive

Option
Command
No
cl_show_observer_crosshair 0
Friends and Party
cl_show_observer_crosshair 1
Everyone
cl_show_observer_crosshair 2

"GameUI_ShowObserverCrosshair_Tooltip"
"Show the crosshair of other players while spectating."
Show my crosshair when spectating bots
Ursprünglich geschrieben von CS2 Console:
"cl_observed_bot_crosshair" = "0" ( def. "2" ) client archive - Control the crosshair shown when observing a bot. 0: Show player crosshair. 1: Show player crosshair only when bot can be taken over, otherwise show default.. 2: Always show default crosshair for bots.

Option
Command
Always
cl_observed_bot_crosshair 0
When I can take over bot
cl_observed_bot_crosshair 1
Never
cl_observed_bot_crosshair 2

"GameUI_ObservedBotCrosshair_Tooltip"
"Control which crosshair you see while spectating bots."
Grenade Line-up Reticle
Keep Regular Crosshair
Ursprünglich geschrieben von CS2 Console:
"cl_grenadecrosshair_keepusercrosshair" = "false" ( def. "true" ) client archive per_user - Keep the user's crosshair when the grenade crosshair is enabled

Option
Command
Yes
cl_grenadecrosshair_keepusercrosshair 1
No
cl_grenadecrosshair_keepusercrosshair 0

"GameUI_KeepCrosshairInfo"
"Keep the regular crosshair visible when the grenade line-up reticle is shown"
Flashbangs
Ursprünglich geschrieben von CS2 Console:
"cl_grenadecrosshair_flash" = "false" ( def. "true" ) client archive per_user - Is the grenade crosshair enabled
Ursprünglich geschrieben von CS2 Console:
"cl_grenadecrosshairdelay_flash" = "0.000000" ( def. "2.000000" ) client archive per_user - How long should the pin be pulled for before showing the grenade crosshair

Checkbox
Option
Command
Checkbox ✅
cl_grenadecrosshair_flash 1
Checkbox ⬜
cl_grenadecrosshair_flash 0

Slider
cl_grenadecrosshairdelay_flash 0.000000 // Min
cl_grenadecrosshairdelay_flash 5.000000 // Max

"GameUI_GrenadeCrosshairInfoTooltipFlash"
"Should we show the grenade line-up reticle for Flashbangs? If so, how long should we wait after pulling the pin to show it."
HE grenades
Ursprünglich geschrieben von CS2 Console:
"cl_grenadecrosshair_explosive" = "false" ( def. "true" ) client archive per_user - Is the grenade crosshair enabled
Ursprünglich geschrieben von CS2 Console:
"cl_grenadecrosshairdelay_explosive" = "0.000000" ( def. "2.000000" ) client archive per_user - How long should the pin be pulled for before showing the grenade crosshair

Checkbox
Option
Command
Checkbox ✅
cl_grenadecrosshair_explosive 1
Checkbox ⬜
cl_grenadecrosshair_explosive 0

Slider
cl_grenadecrosshairdelay_explosive 0.000000 // Min
cl_grenadecrosshairdelay_explosive 5.000000 // Max

"GameUI_GrenadeCrosshairInfoTooltipHE"
"Should we show the grenade line-up reticle for HE grenades? If so, how long should we wait after pulling the pin to show it."
Molotov cocktails / Incendiary grenades
Ursprünglich geschrieben von CS2 Console:
"cl_grenadecrosshair_fire" = "false" ( def. "true" ) client archive per_user - Is the grenade crosshair enabled
Ursprünglich geschrieben von CS2 Console:
"cl_grenadecrosshairdelay_fire" = "0.000000" ( def. "2.000000" ) client archive per_user - How long should the pin be pulled for before showing the grenade crosshair

Checkbox
Option
Command
Checkbox ✅
cl_grenadecrosshair_fire 1
Checkbox ⬜
cl_grenadecrosshair_fire 0

Slider
cl_grenadecrosshairdelay_fire 0.000000 // Min
cl_grenadecrosshairdelay_fire 5.000000 // Max

"GameUI_GrenadeCrosshairInfoTooltipFire"
"Should we show the grenade line-up reticle for Molotovs and Incendiary grenades? If so, how long should we wait after pulling the pin to show it."
Smoke grenades
Ursprünglich geschrieben von CS2 Console:
"cl_grenadecrosshair_smoke" = "false" ( def. "true" ) client archive per_user - Is the grenade crosshair enabled
Ursprünglich geschrieben von CS2 Console:
"cl_grenadecrosshairdelay_smoke" = "0.000000" ( def. "2.000000" ) client archive per_user - How long should the pin be pulled for before showing the grenade crosshair

Checkbox
Option
Command
Checkbox ✅
cl_grenadecrosshair_smoke 1
Checkbox ⬜
cl_grenadecrosshair_smoke 0

Slider
cl_grenadecrosshairdelay_smoke 0.000000 // Min
cl_grenadecrosshairdelay_smoke 5.000000 // Max

"GameUI_GrenadeCrosshairInfoTooltipSmoke"
"Should we show the grenade line-up reticle for Smoke grenades? If so, how long should we wait after pulling the pin to show it."
Decoy grenades
Ursprünglich geschrieben von CS2 Console:
"cl_grenadecrosshair_decoy" = "false" ( def. "true" ) client archive per_user - Is the grenade crosshair enabled
Ursprünglich geschrieben von CS2 Console:
"cl_grenadecrosshairdelay_decoy" = "0.000000" ( def. "2.000000" ) client archive per_user - How long should the pin be pulled for before showing the grenade crosshair

Checkbox
Option
Command
Checkbox ✅
cl_grenadecrosshair_decoy 1
Checkbox ⬜
cl_grenadecrosshair_decoy 0

Slider
cl_grenadecrosshairdelay_decoy 0.000000 // Min
cl_grenadecrosshairdelay_decoy 5.000000 // Max

"GameUI_GrenadeCrosshairInfoTooltipDecoy"
"Should we show the grenade line-up reticle for Decoy grenades? If so, how long should we wait after pulling the pin to show it."
Damage Prediction
Predict Body Shot Effects
Ursprünglich geschrieben von CS2 Console:
"cl_predict_body_shot_fx" = "true" ( def. "false" ) client archive

Option
Command
Yes
cl_predict_body_shot_fx 1
No
cl_predict_body_shot_fx 0

"GameUI_PredictBodyShotEffects_Tooltip"
"Predict the audio/visual effects of body shots such as blood spurts and sound effects."
Predict Head Shot Effects
Ursprünglich geschrieben von CS2 Console:
"cl_predict_head_shot_fx" = "true" ( def. "false" ) client archive

Option
Command
Yes
cl_predict_head_shot_fx 1
No
cl_predict_head_shot_fx 0

"GameUI_PredictHeadShotEffects_Tooltip"
"Predict the audio/visual effects of head shots such as sparks and dink sounds."
Predict Kill Ragdolls
Ursprünglich geschrieben von CS2 Console:
"cl_predict_kill_ragdolls" = "false" ( def. "true" ) client archive

Option
Command
Yes
cl_predict_kill_ragdolls 1
No
cl_predict_kill_ragdolls 0

"GameUI_PredictKillRagdolls_Tooltip"
"Targets immediately ragdoll when a kill is predicted. If the prediction turns out to be wrong, the target snaps back to its server-authoritative position."
Telemetry
Show frame time and FPS
Ursprünglich geschrieben von CS2 Console:
"cl_hud_telemetry_frametime_show" = "0" ( def. "1" ) client archive - Show frame time (FPS) in the HUD. 0=never, 1=only if poor, 2=always

Option
Command
Never
cl_hud_telemetry_frametime_show 0
If conditions are poor
cl_hud_telemetry_frametime_show 1
Always
cl_hud_telemetry_frametime_show 2

"SFUI_Settings_voice_always_sample_mic_tooltip"
"Keeps the recording device active to avoid gameplay freezes on some hardware."
Frame time warning threshold
Ursprünglich geschrieben von CS2 Console:
"cl_hud_telemetry_frametime_poor" = "1.000000" ( def. "100.000000" ) min. 0.000000 max. 0.000000 client archive - Frame time greater than this is considered 'poor'.

Slider
cl_hud_telemetry_frametime_poor 1.000000 // Min
cl_hud_telemetry_frametime_poor 100.000000 // Max

"SFUI_Settings_HudTelemetry_FrameTimePoor_Info"
"When the frame time exceeds this value, conditions are considered 'poor'."
Show ping
Ursprünglich geschrieben von CS2 Console:
"cl_hud_telemetry_ping_show" = "2" ( def. "1" ) client archive - Show ping in the HUD. 0=never, 1=only in poor conditions, 2=always

Option
Command
Never
cl_hud_telemetry_ping_show 0
If conditions are poor
cl_hud_telemetry_ping_show 1
Always
cl_hud_telemetry_ping_show 2

"SFUI_Settings_HudTelemetry_Ping_Info"
"Shows the round trip latency to the server, in milliseconds."
Show network problems (ticks missed due to loss / jitter)
Ursprünglich geschrieben von CS2 Console:
"cl_hud_telemetry_net_misdelivery_show" = "2" ( def. "1" ) client archive - Show packet delivery anomaly (loss or out-of-order) rate in the HUD. 0=never, 1=only in poor conditions, 2=always

Option
Command
Never
cl_hud_telemetry_net_misdelivery_show 0
If conditions are poor
cl_hud_telemetry_net_misdelivery_show 1
Always
cl_hud_telemetry_net_misdelivery_show 2

"SFUI_Settings_HudTelemetry_PacketMisdelivery_Info"
"Shows the percentage of packets lost or delivered out-of-order.
The rate in each direction (upstream to the server and downstream from the server) is displayed.

Out-of-order delivery can often be automatically corrected. This number will only include misdeliveries that are not automatically corrected."
Network tick miss rate warning threshold
Ursprünglich geschrieben von CS2 Console:
"cl_hud_telemetry_net_misdelivery_poor" = "2.000000" ( def. "5.000000" ) client archive - Packet delivery anomaly rate (0..100) higher than this is considered 'poor'.

Slider
cl_hud_telemetry_net_misdelivery_poor 0.000000 // Min
cl_hud_telemetry_net_misdelivery_poor 2.000000 // Max

"SFUI_Settings_HudTelemetry_PacketMisdeliveryPoor_Info"
"When the percentage of packets misdelivered exceeds this value, conditions are considered 'poor'."
Show network jitter / misdelivery graph
Ursprünglich geschrieben von CS2 Console:
"cl_hud_telemetry_net_quality_graph_show" = "2" ( def. "0" ) client archive - Show packet jitter and netframe loss/reordering in the HUD. 0=never, 1=only in poor conditions, 2=always

Option
Command
Never
cl_hud_telemetry_net_quality_graph_show 0
If conditions are poor
cl_hud_telemetry_net_quality_graph_show 1
Always
cl_hud_telemetry_net_quality_graph_show 2

"SFUI_Settings_HudTelemetry_NetworkQualityGraph_Info"
"Show a realtime graph of network jitter. Misdelivery events (loss, reordering, or excessive jitter) are highlighted."
Use the detailed network quality display
Ursprünglich geschrieben von CS2 Console:
"cl_hud_telemetry_net_detailed" = "2" ( def. "0" ) client archive - Show breakdown network misdelivery (loss, late delivery, and peak jitter). 0=never, 1=only in poor network conditions, 2=always

Option
Command
Never
cl_hud_telemetry_net_detailed 0
If conditions are poor
cl_hud_telemetry_net_detailed 1
Always
cl_hud_telemetry_net_detailed 2

"SFUI_Settings_HudTelemetry_NetworkQualityDetailed_Info"
"Display network information on two lines. In addition to the ping and missed tick rate, the also shows the raw packet loss and jitter measurements."
Keyboard / Mouse
Keyboard & Mouse Settings
Reverse Mouse
Option
Command
Off
bind mouse_y "pitch"
On
bind mouse_y "!pitch"
Duck Mode
Ursprünglich geschrieben von CS2 Console:
"option_duck_method" = "true" ( def. "false" ) client archive userinfo per_user - Input toggle control

Option
Command
Hold
option_duck_method 0
Toggle
option_duck_method 1
Walk Mode
Ursprünglich geschrieben von CS2 Console:
"option_speed_method" = "true" ( def. "false" ) client archive userinfo per_user - Input toggle control

Option
Command
Hold
option_speed_method 0
Toggle
option_speed_method 1
Zoom Button Hold
Ursprünglich geschrieben von CS2 Console:
"cl_debounce_zoom" = "false" ( def. "true" ) client archive userinfo per_user - Whether or not to disable holding secondary fire to cycle zoom levels

Option
Command
Repeat Enable
cl_debounce_zoom 0
Repeat Disabled
cl_debounce_zoom 1

"ZoomButtonHold_Desc"
"Whether or not holding the zoom button should behave as if it was pressed repeatedly."
Mouse Sensitivity
Ursprünglich geschrieben von CS2 Console:
"sensitivity" = "2.000000" ( def. "1.250000" ) min. 0.000000 max. 0.000000 client archive per_user - Mouse sensitivity.

Slider
sensitivity 0.100000 // Min
sensitivity 8.000000 // Max
Zoom Sensitivity Multiplier
Ursprünglich geschrieben von CS2 Console:
"zoom_sensitivity_ratio" = "0.010000" ( def. "1.000000" ) min. 0.000000 max. 0.000000 client archive per_user - Additional mouse sensitivity scale factor applied when FOV is zoomed in.

Slider
zoom_sensitivity_ratio 0.010000 // Min
zoom_sensitivity_ratio 3.000000 // Max
Movement Keys
Toggle Inventory Display
bind "key" "show_loadout_toggle"
Move Forward
bind "key" "+forward"
Move Backward
bind "key" "+back"
Move Left (strafe)
bind "key" "+left"
Move Right (strafe)
bind "key" "+right"
Walk
bind "key" "+sprint"
Duck
bind "key" "+duck"
Jump
bind "key" "+jump"
Weapon Keys
Use
bind "key" "+use"
Fire
bind "key" "+attack"
Secondary Fire
bind "k" "+attack2"
Reload
bind "key" "+reload"
Radial Weapon Menu
bind "key" "+quickinv"
Select Previous Weapon
bind "key" "invprev"
Select Next Weapon
bind "key" "invnext"
Last Weapon Used
bind "key" "lastinv"
Drop Weapon
bind "key" "drop"
Inspect Weapon
bind "key" "+lookatweapon"
Switch Viewmodel Left/Right Hand
bind "key" "switchhands"
Buy Menu
bind "key" "buymenu"
Autobuy
bind "key" "autobuy"
Rebuy
bind "key" "rebuy"
Primary Weapon
bind "key" "slot1"
Secondary Weapon
bind "key" "slot2"
Melee Weapons
bind "key" "slot3"
Cycle Grenades
bind "key" "slot4"
Explosives & Traps
bind "key" "slot5"
HE Grenade
bind "key" "slot6"
Flashbang
bind "key" "slot7"
Smoke Grenade
bind "key" "slot8"
Decoy Grenade
bind "key" "slot9"
Molotov Cocktail / Incendiary Grenade
bind "key" "slot10"
Zeus x27
bind "key" "slot11"
Healthshot
bind "key" "slot12"
Utility Items
bind "key" "slot13"
Graffiti Menu
bind "key" "+spray_menu"
UI Keys
Scoreboard
bind "key" "+showscores"
Show Team Equipment
bind "key" "+cl_show_team_equipment"
Toggle Radar Zoom
bind "key" "toggleradarscale"
Callvote
bind "key" "callvote"
Choose Team
bind "key" "teammenu"
Toggle Console
bind "key" "toggleconsole"
Communication Options
Player Ping
bind "key" "player_ping"
Radio Message
bind "key" "radio"
Command Radio Message
bind "key" "radio1"
Standard Radio Message
bind "key" "radio2"
Report Radio Message
bind "key" "radio3"
Team Message
bind "key" "messagemode2"
Chat Message
bind "key" "messagemode"
Use Mic
bind "key" "+voicerecord"
Temporarily Disable Incoming Chat
bind "key" "clutch_mode_toggle"

"GameUI_Clutch_Key_Tooltip"
"Disable voice chat until the end of the round. Useful for temporarily muting noisy teammates when you need to hear clearly. A 'Clutch Key'."
Chat Wheels Keys
Chat Wheel 1
bind "key" "+radialradio"
Chat Wheel 2
bind "key" "+radialradio2"
Chat Wheel 3
bind "key" "+radialradio3"
Chat Wheel Phrases
Chat Wheel 1
"cl_radial_radio_tab_0_text_1" "#Chatwheel_requestspend"
"cl_radial_radio_tab_0_text_2" "#Chatwheel_requestweapon"
"cl_radial_radio_tab_0_text_3" "#Chatwheel_bplan"
"cl_radial_radio_tab_0_text_4" "#Chatwheel_followingyou"
"cl_radial_radio_tab_0_text_5" "#Chatwheel_midplan"
"cl_radial_radio_tab_0_text_6" "#Chatwheel_followme"
"cl_radial_radio_tab_0_text_7" "#Chatwheel_aplan"
"cl_radial_radio_tab_0_text_8" "#Chatwheel_requestecoround"

Chat Wheel 2
"cl_radial_radio_tab_1_text_1" "#Chatwheel_enemyspotted"
"cl_radial_radio_tab_1_text_2" "#Chatwheel_needbackup"
"cl_radial_radio_tab_1_text_3" "#Chatwheel_bplan"
"cl_radial_radio_tab_1_text_4" "#Chatwheel_bombcarrierspotted"
"cl_radial_radio_tab_1_text_5" "#Chatwheel_multipleenemieshere"
"cl_radial_radio_tab_1_text_6" "#Chatwheel_sniperspotted"
"cl_radial_radio_tab_1_text_7" "#Chatwheel_aplan"
"cl_radial_radio_tab_1_text_8" "#Chatwheel_inposition"

Chat Wheel 3
"cl_radial_radio_tab_2_text_1" "#Chatwheel_affirmative"
"cl_radial_radio_tab_2_text_2" "#Chatwheel_negative"
"cl_radial_radio_tab_2_text_3" "#Chatwheel_compliment"
"cl_radial_radio_tab_2_text_4" "#Chatwheel_thanks"
"cl_radial_radio_tab_2_text_5" "#Chatwheel_cheer"
"cl_radial_radio_tab_2_text_6" "#Chatwheel_peptalk"
"cl_radial_radio_tab_2_text_7" "#Chatwheel_sorry"
"cl_radial_radio_tab_2_text_8" "#Chatwheel_sectorclear"

Disregard any content located beneath this section of the guide.
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Disregard any content located beneath this section of the guide.

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Disregard any content located beneath this section of the guide.

Disregard any content located beneath this section of the guide.
Display Network Connection Issues
Ursprünglich geschrieben von CS2 Console:
"cq_netgraph_problem_show_auto" = "true" ( def. "false" ) client archive - Automatically activate/deactivate cq_netgraph when network conditions degrade

Option
Command
Disabled
cq_netgraph_problem_show_auto 0
Automatically
cq_netgraph_problem_show_auto 1

"SFUI_Settings_Network_ProblemAutoShow_Info"
"Allows the game to automatically display network connection issues indicator in top-right corner when player is experiencing high packet loss or general network instability."
REMOVED / LEGACY OPTION - Quick Graffiti (Apply With Key Release)
Ursprünglich geschrieben von CS2 Console:
"cl_playerspray_auto_apply" = "false" ( def. "true" ) client archive - Automatically apply graffiti when graffiti menu closes

Option
Command
Yes
cl_playerspray_auto_apply 1
No
cl_playerspray_auto_apply 0

"Cstrike_Auto_Apply_Graffiti_Info"
"When enabled, allows you to apply graffiti quickly by pressing and releasing the graffiti menu key.

When disabled, graffiti is applied only after the 'Fire' key is pressed while in the graffiti menu."

Update 18 May 2024
Option Removed
using find spray the game returns
name value default flags help text
_____________________ ______ ________ _______________ ______________________
+spray_menu client
-spray_menu client
cl_playerspraydisable false client archive Disable player sprays.
Main Menu Background Scenery
Ursprünglich geschrieben von CS2 Console:
"ui_mainmenu_bkgnd_movie_B0B70CFF " = "de_dust2" ( def. "de_dust2" ) client archive - Main menu background movie

Option
Command
Ancient
ui_mainmenu_bkgnd_movie_B0B70CFF de_ancient
Anubis
ui_mainmenu_bkgnd_movie_B0B70CFF de_anubis
Baggage
ui_mainmenu_bkgnd_movie_B0B70CFF ar_baggage
Dust II
ui_mainmenu_bkgnd_movie_B0B70CFF de_dust2
Inferno
ui_mainmenu_bkgnd_movie_B0B70CFF de_inferno
Italy
ui_mainmenu_bkgnd_movie_B0B70CFF cs_italy
Mirage
ui_mainmenu_bkgnd_movie_B0B70CFF de_mirage
Nuke
ui_mainmenu_bkgnd_movie_B0B70CFF de_nuke
Office
ui_mainmenu_bkgnd_movie_B0B70CFF cs_office
Overpass
ui_mainmenu_bkgnd_movie_B0B70CFF de_overpass
Vertigo
ui_mainmenu_bkgnd_movie_B0B70CFF de_vertigo
Warehouse
ui_mainmenu_bkgnd_movie_B0B70CFF warehouse

If the command DOES NOT work, write ui_mainmenu_bkgnd_movie in console.
Check auto-completion for the correct command.

"GameUI_MainMenuMovieScene_Tooltip"
"This setting allows you to customize the main menu background scenery which sets the mood for visual experience of your entire game."
Item Inspect Background Scenery
Ursprünglich geschrieben von CS2 Console:
"ui_inspect_bkgnd_map_B0B70CFF" = "mainmenu" ( def. "warehouse" ) client archive - Inspect background map

Option
Command
Main Menu
ui_inspect_bkgnd_map_B0B70CFF mainmenu
Ancient
ui_inspect_bkgnd_map_B0B70CFF de_ancient
Anubis
ui_inspect_bkgnd_map_B0B70CFF de_anubis
Baggage
ui_inspect_bkgnd_map_B0B70CFF ar_baggage
Dust II
ui_inspect_bkgnd_map_B0B70CFF de_dust2
Inferno
ui_inspect_bkgnd_map_B0B70CFF de_inferno
Italy
ui_inspect_bkgnd_map_B0B70CFF cs_italy
Mirage
ui_inspect_bkgnd_map_B0B70CFF de_mirage
Nuke
ui_inspect_bkgnd_map_B0B70CFF de_nuke
Office
ui_inspect_bkgnd_map_B0B70CFF cs_office
Overpass
ui_inspect_bkgnd_map_B0B70CFF de_overpass
Vertigo
ui_inspect_bkgnd_map_B0B70CFF de_vertigo
Warehouse
ui_inspect_bkgnd_map_B0B70CFF warehouse

If the command DOES NOT work, write ui_inspect_ in console and check auto-completion for the correct command.

"GameUI_InspectBackgroundMap_Tooltip"
"This setting allows you to customize the background scenery you see when inspecting inventory items."
Laptop Power Savings
TODO

> help battery_saver
[Console] "battery_saver" = "false" archive - OBSOLETE replaced by mobile_fps_* - Battery saver mode. 0=off, 1=on
> help mobile_fps_increase_during_charging
[Console] "mobile_fps_increase_during_charging" = "false" archive - MOBILE_FPS_CONTROL: If true we increase framerate limit while charging

"SFUI_Settings_PowerSavings_Info"
"In Power Savings Mode, the game intentionally runs at a low frame rate in order to preserve battery power, extending the amount of time that you can play on battery power."
11 Kommentare
eaz^ 23. Okt. 2024 um 22:03 
ui_inspect_bkgnd_map_B0B70CFF de_inferno all the codes are the same :emoticon101:
Hertz3 2. Juni 2024 um 14:55 
Cs2_video.txt got updated
@drScorp1on 17. Feb. 2024 um 9:50 
Nice guide, don't know which 1diot gave you a jester award... Any info is always useful.
SᅠuᅠGᅠoᅠLᅠYᅠoᅠlᅠLᅠoᅠm  [Autor] 17. Feb. 2024 um 6:57 
17 Feb 2024 Change-log:

Update:
Video > Video > Main Menu Background Scenery [Updated]
Audio > Audio > Other Player Voice Volume [renamed from VOIP Volume / Updated]
Audio > Audio > Voice/Microphone Mode [renamed from Enable Voice / Updated]
Game > Game > Launched With Developer Console [renamed from Enable Developer Console / Updated]

Added:
Video > Video > Item Inspect Background Scenery
Audio > Audio > Voice Input Audio Device
Audio > Audio > Microphone Trigger Threshold
Audio > Audio > Hear My Own Voice
Game > Game > Buffering to smooth over packet loss
Game > Game > End of Match Local Player Defeat Animation
SᅠuᅠGᅠoᅠLᅠYᅠoᅠlᅠLᅠoᅠm  [Autor] 17. Feb. 2024 um 6:56 
Game > Crosshair > Split Distance
Game > Crosshair > Inner Split Alpha
Game > Crosshair > Outer Split Alpha
Game > Crosshair > Split Size Ratio
Game > Telemetry
Game > Telemetry > Show frame time and FPS
Game > Telemetry > Frame time warning threshold
Game > Telemetry > Show ping
Game > Telemetry > Show packet loss / misdelivery
Game > Telemetry > Packet misdelivery warning threshold

Removed: [Moved to the end of the guide - ignore secction]
Display Network Connection Issues
slon9Ra林 8. Nov. 2023 um 6:21 
Really nice guide brother, thank u :Beso::steamthis:
@drScorp1on 26. Okt. 2023 um 15:45 
What the h3ll does "Survivors always on" do?? There's literally a thread in reddit from 5 years ago asking the same thing for CS:GO. It's ridiculous, lol.
SᅠuᅠGᅠoᅠLᅠYᅠoᅠlᅠLᅠoᅠm  [Autor] 18. Okt. 2023 um 0:59 
Updated to Patch 1.39.6.3
[Game]
- Added Display Network Connection Issues (enable 'netgraph' with cq_netgraph 1)

SteamDB GameTracking-CS2 commit
https://github.com/SteamDatabase/GameTracking-CS2/commit/b63bf4f4f0f520435cd4051b2e7609c665b3c3a1

____
user 76561198197582131 [hhh] - Thanks :2016watermelon:
user 76561197997791872 [Nightcrawler;] - Thanks :2016watermelon:
hhh 16. Okt. 2023 um 3:01 
insane:steamthumbsup:
SᅠuᅠGᅠoᅠLᅠYᅠoᅠlᅠLᅠoᅠm  [Autor] 13. Okt. 2023 um 4:21 
Updated to Patch 1.39.6.1
[HUD]
- Changed 'Show Teammate Colors in Competitive' to 'Show Player Colors in Competitive'
- Changed 'Use Teammate Colors on Team ID' to 'Use Player Colors on Team ID'
- Added 'Large Player Count'

Thanks to xPaw
https://github.com/SteamDatabase/GameTracking-CS2/commit/221ec91fdeb1e7ef9a9cf3769be683c8c7d87059#diff-5a92baa87a9b95661bda6e243288baa4a150cbcf6110cc8cd26219bad4b47250