CS2 Cvars List
Complete Counter-Strike 2 cvars (convars) list with descriptions, flags, defaults, and detail pages.
| Cvar | Flags | Description | Default |
|---|---|---|---|
| viewmodel_offset_z -1.0 | clientdll archive userinfo per_user | viewmodel_offset_zFlags and default
| -1.0 |
| cl_gunlowerangle 2.0 | developmentonly clientdll defensive | Flags and default
| 2.0 |
| cl_gunlowerspeed 0.1 | developmentonly clientdll defensive | Flags and default
| 0.1 |
| cl_mantle_gunloweramt 20.0 | developmentonly clientdll defensive | Flags and default
| 20.0 |
| cl_mantle_gunlowerspeed 1.4 | developmentonly clientdll defensive | Flags and default
| 1.4 |
| cl_death_anim_viewmodel_drop_rate 50.0 | developmentonly clientdll | Flags and default
| 50.0 |
| cl_death_anim_viewmodel_pitch_rate 60.0 | developmentonly clientdll | Flags and default
| 60.0 |
| cl_viewmodel_reprediction_override 0 | developmentonly clientdll | Disable reprediction for CS2 viewmodels. 0 = Leave it as-is, 1 = allow prediction errors, 2 = ignore prediction errors, 3 = ignore prediction errors and copy corrections forwardFlags and default
| 0 |
| cl_viewmodel_reprediction_override_restore_during_skips true | developmentonly clientdll defensive | When skipping prediction for the viewmodel. Should we restore the predicted data for that predicted command?Flags and default
| true |
| cl_viewmodel_reprediction_override_early_prediction_handling 0 | developmentonly clientdll | Choose how to handle early predictions when disabling reprediction. 0 = allow reprediction of early commands, 1 = skip early prediction and wait for full predictions, 2 = early predictions are considered final predictionsFlags and default
| 0 |
| cl_smoke_volumeprop true | developmentonly clientdll defensive | Flags and default
| true |
| cl_smoke_volume_growth 1.0 | developmentonly clientdll defensive | Flags and default
| 1.0 |
| cl_grenadecrosshair_fire true | clientdll archive per_user | Is the grenade crosshair enabledFlags and default
| true |
| cl_grenadecrosshair_smoke true | clientdll archive per_user | Is the grenade crosshair enabledFlags and default
| true |
| cl_grenadecrosshair_flash true | clientdll archive per_user | Is the grenade crosshair enabledFlags and default
| true |
| cl_grenadecrosshair_explosive true | clientdll archive per_user | Is the grenade crosshair enabledFlags and default
| true |
| cl_grenadecrosshair_decoy true | clientdll archive per_user | Is the grenade crosshair enabledFlags and default
| true |
| cl_grenadecrosshairdelay_fire 2.0 | clientdll archive per_user | How long should the pin be pulled for before showing the grenade crosshairFlags and default
| 2.0 |
| cl_grenadecrosshairdelay_smoke 2.0 | clientdll archive per_user | How long should the pin be pulled for before showing the grenade crosshairFlags and default
| 2.0 |
| cl_grenadecrosshairdelay_flash 2.0 | clientdll archive per_user | How long should the pin be pulled for before showing the grenade crosshairFlags and default
| 2.0 |
| cl_grenadecrosshairdelay_explosive 2.0 | clientdll archive per_user | How long should the pin be pulled for before showing the grenade crosshairFlags and default
| 2.0 |
| cl_grenadecrosshairdelay_decoy 2.0 | clientdll archive per_user | How long should the pin be pulled for before showing the grenade crosshairFlags and default
| 2.0 |
| cl_predict_bomb_defusal true | developmentonly clientdll defensive | Flags and default
| true |
| cl_viewmodelsclonedasworld true | developmentonly clientdll | Flags and default
| true |
| cl_weapon_debug_show_accuracy 0 | clientdll cheat release | Draws a circle representing the effective range with every shot.Flags and default
| 0 |
| cl_weapon_debug_show_accuracy_duration 10.0 | clientdll cheat release | Flags and default
| 10.0 |
| cl_wallbang_heavy_threshold 22 | clientdll cheat release | The Threshold where to switch from Light to Heavy Wallbang tracerFlags and default
| 22 |
| cl_use_opens_buy_menu false | clientdll 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).Flags and default
| false |
| cl_silencer_mode 0 | clientdll archive userinfo per_user | 0: cannot detach; 1: press secondary fire to detachFlags and default
| 0 |
| cl_autohelp true | clientdll archive userinfo | Auto-helpFlags and default
| true |
| cl_join_advertise 1 | clientdll archive | Advertise joinable game in progress to Steam friends, otherwise need a Steam invite (2: all servers, 1: official servers, 0: none)Flags and default
| 1 |
| spec_autodirector_cameraman -1 | developmentonly clientdll | Flags and default
| -1 |
| cl_script_break_in_native_debugger_on_error false | developmentonly clientdll defensive | Flags and default
| false |
| cl_script_attach_debugger_at_startup false | developmentonly clientdll defensive | Flags and default
| false |
| spec_replay_review_sound true | developmentonly clientdll defensive | When set to non-0, a sound effect is played during Killer ReplayFlags and default
| true |
| spec_replay_rate_slowdown 1.0 | developmentonly clientdll defensive | The part of Killer Replay right before death is played at this rateFlags and default
| 1.0 |
| spec_replay_rate_slowdown_length 0.5 | developmentonly clientdll defensive | The part of Killer Replay right before death is played at this rateFlags and default
| 0.5 |
| spec_replay_fadein 0.8 | developmentonly clientdll defensive | Amount of time in seconds it takes to visually fade into replay, or into real-time after replayFlags and default
| 0.8 |
| spec_replay_fadeout 0.8 | developmentonly clientdll defensive | Amount of time in seconds it takes to visually fade out of replay, or out of real-time before replayFlags and default
| 0.8 |
| spec_replay_sound_fadein 0.1 | developmentonly clientdll defensive | Amount of time in seconds it takes to fade in the audio before or after replayFlags and default
| 0.1 |
| spec_replay_sound_fadeout 0.0 | developmentonly clientdll defensive | Amount of time in seconds it takes to fade out the audio before or after replayFlags and default
| 0.0 |
| spec_replay_cache_ragdolls true | developmentonly clientdll defensive | when set to 0, ragdolls will settle dynamically before and after Killer ReplayFlags and default
| true |
| spec_replay_others_experimental false | developmentonly clientdll defensive | Replay the last death of the round, if possible. Disabled on official servers by default. Experimental.Flags and default
| false |
| spec_replay_autostart true | clientdll archive | Auto-start Killer Replay when availableFlags and default
| true |
| spec_replay_victim_pov false | developmentonly clientdll defensive | Killer Replay - replay from victim's point of view (1); the default is killer's (0). Experimental.Flags and default
| false |
| r_replay_post_effect -1 | clientdll cheat | Flags and default
| -1 |
| leaderboards_cache_duration 600 | developmentonly clientdll | Flags and default
| 600 |
| cl_predictioncopy_runs true | developmentonly clientdll defensive | Flags and default
| true |
| pwatchent -1 | clientdll cheat | Entity to watch for prediction system changes.Flags and default
| -1 |
| pwatchvar | clientdll cheat | Entity variable to watch in prediction system for changes.Flags and default
|