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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.

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Dark interior
Pale stone
Sky
Foliage
The preview is an approximation over four surfaces, drawn at 6.0 units per game pixel inside a square 240 units wide, and the scale changes as the crosshair grows so a long one still fits the square. That square is laid out to fit its column, so how many screen pixels one game pixel becomes depends on your own window — the number above is the scale in the drawing, not a measurement of your screen. The commands are exact; the game draws the final pixels.Style 7 — Dynamic Quad: the preview draws bars from your length, thickness and gap, and not the shape this style is named after — the convar table names the styles and never describes how one is drawn.Length, thickness and gap are pixel counts, and per Valve’s notes for the 22–23 September 2026 update 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, not something measured here.
Outline
Colour
Start from a shapeor look up a pro prosettings.net · 18 August 2026
All 13 sat on cl_crosshairstyle 4 when we read them — the static one in the pre-update numbering, where 4 was "DEFAULT STATIC". Players change crosshairs, so treat these as a starting point rather than a spec. Share codes (CSGO-…) are not decoded here: the field layout is unverified and a wrong decode fails silently. The commands are the exact output.
01

Paste this into the console

11 commands, each one in the CS2 convar dump of build 2000915 read 2026-09-24
Takeaway · build 2000915 names, pixel values
Console commands11 commands
cl_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
in the CS2 convar dump · build 2000915 · 2026-09-24
No 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.
Console with ~ (enable it in Settings › Game › Enable Developer Console), paste, Enter. Settings-menu changes overwrite these until they live in your autoexec.
02

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.

03

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.

04

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.

05

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.

06

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.

07

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.

08

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.

09

Questions people ask

Can I paste a CSGO-xxxxx share code?

Not here. The share code is Valve’s format and the field layout has not been verified against codes the game itself produced, so we decode nothing we cannot check. The commands above are the exact output.

Is the preview exact?

No — it is an approximation over four surfaces. It prints the scale it draws at, in units of its own square rather than in screen pixels, and it names what the current style number does to the drawing: bars for the four numbers the game calls a “Cross”, no bars for “Dot Only”, and bars plus a plain warning for the circle, quad and square numbers. CS2 draws the crosshair in the engine at your own resolution. The commands are exact; the game draws the final pixels.

Why can I not load a pro's length, thickness and gap?

Because those numbers were read on 18 August 2026 and the 22–23 September 2026 update changed what they mean. The picker shows each player’s values with that date and carries over the colour, the centre dot and the T style, which mean the same thing on both sides of the update. We have not measured how the game converts an older crosshair, so nothing here converts one.

Does the generator still write cl_crosshairsize and cl_crosshairgap?

No. In the convar table of build 2000915, 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.

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