CS2 Crosshair Generator & Live Preview
Your crosshair on four backgrounds at once, so you see where it disappears before a round does it for you. Sliders in pixels, the command names the current build uses, and the settings 13 professional players had on the day we read them.
Paste this into the console
11 commands, each one in the CS2 convar dump of build 2000915 read 2026-09-24cl_crosshairstyle 7 cl_crosshair_length 8 cl_crosshair_thickness 2 cl_crosshair_gap 4 cl_crosshairdot 0 cl_crosshair_drawoutline 1 cl_crosshair_t 0 cl_crosshaircolor_r 0 cl_crosshaircolor_g 255 cl_crosshaircolor_b 0 cl_crosshaircolor_a 255
cl_crosshairsize, cl_crosshairthickness, cl_crosshairgap, cl_crosshaircolor or cl_crosshairusealpha here: the build 2000915 convar table either hides them or does not list them, so this page writes the current names instead.How to use the generated crosshair in CS2
Copy the commands, open the console in CS2 (enable it under Settings → Game → Enable Developer Console, then press ~) and paste them in. The crosshair changes immediately. To keep it across restarts, put the same lines in autoexec.cfg— see “Making it stick” below.
What the 22–23 September 2026 update changed here
CS2 rebuilt its crosshair settings in that update, and this page follows the game’s own convar table for build 2000915 (read 24 September 2026). Length, thickness and gap are whole pixel counts: cl_crosshair_length 0–255, cl_crosshair_thickness 0–31, cl_crosshair_gap 0–128. The gap no longer goes negative — the old cl_crosshairgap, which did, is not in that table any more. Outline has three states instead of two (off, full, half), and the style picker offers nine numbers rather than three.
Valve’s notes say those numbers are pixels and that the game rescales them proportionally when you change resolution — their example is 2 px at 1280×720 becoming 4 px at 2560×1440. That is what Valve announced; we have not measured it, and this page does not claim a test in game.
What each setting changes
Style picks the shape and the behaviour, and the picker quotes the game on both: the help text names each of the nine numbers and says that 0, 1 and 7 track the weapon’s actual inaccuracy. What the other six do it does not say, so neither do we. Length and gap are pixels from the centre, so a tight crosshair is a short bar with a small gap rather than a negative number. Outline is what keeps a thin crosshair visible against a bright wall; it costs nothing and is the first thing to turn on if yours keeps disappearing. Opacity is one number now, cl_crosshaircolor_a, with no separate switch beside it.
What the preview draws, and what it does not
The preview draws the four bars your length, thickness and gap describe, on the four surfaces at once, and it prints the scale it is drawing at in units of its own square. Two limits it states on the page rather than hiding: the square is laid out to fit its column, so one game pixel is a number of drawing units and not a count of pixels on your screen, and the style number changes what is drawn. For cl_crosshairstyle 6, which the game’s own table calls “Dot Only”, the preview draws no bars at all. For the circle, quad and square numbers it draws the bars and says so, because the convar table names those styles and never describes how one is rendered.
Thickness 0 is drawn as one game pixel at the printed scale, which is what the table’s own note about a one-pixel minimum says; the exported line still reads 0. Bars, dot and outline all keep that one scale with no minimum width of their own, so on a very large crosshair, where one game pixel is less than one drawing unit, thin bars show as faint lines and the preview says so. Nothing here was measured in game.
The pro list, and why its numbers are not loaded for you
All 13 of them sat on cl_crosshairstyle 4 when we read their settings on 18 August 2026 — the static one in the numbering the game used then, where 4 was “DEFAULT STATIC”. That was five weeks before the update changed both the unit of the numbers and the meaning of the style digits, so the picker shows what each player had and carries over only the parts that mean the same thing after it: colour, centre dot, T style. Converting the rest would be inventing thirteen sets of values, and a crosshair invented by a converter is nobody’s crosshair.
A crosshair saved before the update, and what happens to it here
Each pro chip can also load its crosshair exactly as it was saved, and that is the honest way to see what this page does with pre-update numbers. A crosshair that this generator marked as pre-update, or that carries no unit marker from it at all, is shown as saved, never drawn as pixels, and the four commands that depend on the unit are held back. The pro settings are the first kind: we stored them with our own pre-update marker when we read them, so the page names that scale rather than guessing at it. The marker is this generator’s bookkeeping, not something CS2 writes. Style, length, thickness and gap are the four; the colour, the centre dot, the T style and the opacity are written either way, because those numbers mean the same thing on both sides of the update.
One named button moves such a crosshair onto pixel units, and it says what it does: style, length, thickness and gap start from the current build’s defaults, which is what “we have not measured the conversion” looks like when it is turned into a control. A pre-update length 2, thickness 1 and gap 0 are all legal pixel values too, so nothing here can tell the two scales apart by looking at the numbers — only the generator’s own unit marker can.
Making it stick
Pasting into the console applies it immediately but does not always survive a restart. To keep it, put the same lines in autoexec.cfg — our autoexec generator writes the rest of that file for you, with a comment on every line.
Pro crosshair values read on 18 August 2026, in the units CS2 used before the 22–23 September 2026 update. Players change them, sometimes mid-season — if one looks wrong, it probably changed rather than was wrong when we read it. The preview is an approximation of the in-game render, prints the scale it draws at and says which part of the style it leaves out; the commands are exact.
Questions people ask
Can I paste a CSGO-xxxxx share code?
Is the preview exact?
Why can I not load a pro's length, thickness and gap?
Does the generator still write cl_crosshairsize and cl_crosshairgap?
cl_crosshairsize and cl_crosshairthickness are flagged hidden and cl_crosshairgap, cl_crosshaircolor and cl_crosshairusealpha are not listed at all, so this page writes cl_crosshair_length, cl_crosshair_thickness, cl_crosshair_gap and cl_crosshaircolor_r/g/b/a instead. Whether the old names still answer in the console is not something the dump can tell us.Related tools
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