All players
xseveN at ESL One Cologne 2018, 2018-07-05

xseveN

Sami Laasanen
800 DPI1000 Hz1680x105016:10
Download .cfg Full config ↓

Crosshair new system

1050p pixels, enlarged
cl_crosshairstyle 4; cl_crosshair_length 1; cl_crosshair_thickness 3; cl_crosshair_gap 3; cl_crosshairdot 1; cl_crosshair_t 0; cl_crosshair_drawoutline 1; cl_crosshairoutline_r 0; cl_crosshairoutline_g 0; cl_crosshairoutline_b 0; cl_crosshairoutline_a 255; cl_crosshair_recoil 0; cl_crosshaircolor_r 16; cl_crosshaircolor_g 255; cl_crosshaircolor_b 165; cl_crosshaircolor_a 255; cl_ironsight_usecrosshaircolor 0; cl_ironsight_dot_scale 1; cl_crosshair_screen_height 1050
  • No setting of the current game draws this old crosshair exactly (build 2000922; the crosshair settings are unchanged in 2000927): its dark outline pixels reach more than 1 px beyond the coloured pixels or cover them, but the current outline is at most 1 px wide (cl_crosshair_drawoutline 0, 1 or 2; there is no outline-width setting) and is always drawn beneath the colour; and its visible shape is not the same mirrored left to right, but every current crosshair is (equal left and right arms, a centred dot; T only hides the top arm). The export is the closest drawable shape found. This follows from the renderer model, not an in-game capture.
  • Odd-width bars sit on a different centre pixel in the new game, so the crosshair may appear 1 px off.
  • A different length, thickness or gap better matches the selected aiming-shape objective than the closest sizes, so it is exported. Dot-like visible cores prioritize the aiming pixels before outline coverage.
  • The old game drew each outline just before its own bar or dot, so a later outline darkened part of an earlier bar or the dot; the current game draws all colour over all outline, so some of those dark pixels differ in the closest shape found within the search window.
  • The full outline (cl_crosshair_drawoutline 1) is modelled as 1 px all round; no game capture checks it yet.
  • Old outline thickness 1.5 drew 2 px on the top/left and 1 px on the bottom/right; the new full outline is 1 px all round.

Converted from the pre-patch crosshair settings.gg lists for xseveN to CS2's crosshair system since the Sept 22, 2026 update, authored at 1050p, xseveN's resolution; CS2 rescales it to your resolution. Many pros rebuilt their crosshair after the update, so this may not be what xseveN uses now — see their crosshair history.

Valve published no conversion formula. This uses a community reconstruction (small-indie-crosshair-company v0.19.1, model community-static-v11, CS2 build 2000922); for Static Cross at 1080p and 960p it agrees with the rule crosshairrestore.com measured from in-game screenshots (CS2 builds before Sept 30), and nothing else has been checked against captures.

The paste sets every setting that shapes this crosshair, including the iron-sight dot (CS2's defaults where their config has no value), so nothing from your current crosshair carries over.

Full config 3 parts

Download .cfg

The CS2 console can reject a pasted line longer than 510 characters, so the full config comes in parts: press ~ in CS2, paste part 1, press Enter, then do the same with the next part. Or download the .cfg, save it in Counter-Strike Global Offensive/game/csgo/cfg/ and run exec xseven in the console.

Part 1 · Crosshair
cl_crosshairstyle 4; cl_crosshair_length 1; cl_crosshair_thickness 3; cl_crosshair_gap 3; cl_crosshairdot 1; cl_crosshair_t 0; cl_crosshair_drawoutline 1; cl_crosshairoutline_r 0; cl_crosshairoutline_g 0; cl_crosshairoutline_b 0; cl_crosshairoutline_a 255; cl_crosshair_recoil 0; cl_crosshaircolor_r 16; cl_crosshaircolor_g 255; cl_crosshaircolor_b 165; cl_crosshaircolor_a 255; cl_ironsight_usecrosshaircolor 0; cl_ironsight_dot_scale 1; cl_crosshair_screen_height 1050
Part 2 · Mouse, viewmodel & radar
m_yaw 0.022; sensitivity 0.9; zoom_sensitivity_ratio 1; viewmodel_fov 62; viewmodel_offset_x 0.5; viewmodel_offset_y 1; viewmodel_offset_z -1; cl_radar_scale 0.3025; cl_radar_rotate 1; cl_hud_radar_scale 1; cl_radar_icon_scale_min 0.6; cl_radar_always_centered 1; cl_radar_square_with_scoreboard 1
Part 3 · HUD & other
safezonex 1; safezoney 1; hud_scaling 0.95; cl_hud_color 1; cl_showloadout 0; r_fullscreen_gamma 2.6; r_player_visibility_mode 1

Convars CS2 renamed are renamed, values outside CS2's range are set to the nearest one it accepts, and convars CS2 doesn't have or that are cheat-protected are left out (see Adapted for CS2 below).

Mouse & Sensitivity sensitivity

m_yaw 0.022; sensitivity 0.9; zoom_sensitivity_ratio 1

DPI & polling rate are set in your mouse software, not in-game. Recommended: DPI 800 · eDPI 720 · polling 1000 Hz

Viewmodel viewmodel_*

viewmodel_fov 62; viewmodel_offset_x 0.5; viewmodel_offset_y 1; viewmodel_offset_z -1

Radar cl_radar_*

cl_radar_scale 0.3025; cl_radar_rotate 1; cl_hud_radar_scale 1; cl_radar_icon_scale_min 0.6; cl_radar_always_centered 1; cl_radar_square_with_scoreboard 1

HUD hud_*

safezonex 1; safezoney 1; hud_scaling 0.95; cl_hud_color 1

Performance & Other misc

cl_showloadout 0; r_fullscreen_gamma 2.6; r_player_visibility_mode 1

Misc convars (fps caps, gamma, gameplay toggles) captured from this player's config.

Adapted for CS2 3

Video settings manual

Video settings
Brightness80%
Scaling modeBlack bars
Aspect Ratio16:10
Resolution1680x1050
Display ModeFullscreen
Advanced video
Boost Player ContrastEnabled
V-SyncDisabled
Multisampling Anti-Aliasing Mode8x MSAA
Global Shadow QualityHigh
Model / Texture DetailLow
Texture Filtering ModeAnisotropic 8X
Shader DetailLow
Particle Detail
Dynamic Shadows
Ambient Occlusion
High Dynamic Range
FidelityFX Super Resolution
NVIDIA Reflex Low Latency

CS2 doesn't allow these via console commands — set them in Settings → Video. For stretched scaling also configure your GPU driver panel (or use the resolution launch options below).

Original autoexec.cfg pre-patch

Download original
Show original config file
"m_yaw" "0.022"
"safezonex" "1"
"safezoney" "1"
"hud_scaling" "0.95"
"sensitivity" "0.9"
"cl_hud_color" "1"
"cl_radar_size" "1"
"viewmodel_fov" "62"
"cl_crosshair_t" "false"
"cl_radar_scale" "0.3025"
"cl_showloadout" "false"
"cl_crosshairdot" "true"
"cl_crosshairgap" "-3"
"cl_radar_rotate" "1"
"cl_crosshairsize" "0.4"
"cl_crosshairalpha" "255"
"cl_crosshaircolor" "5"
"cl_crosshairstyle" "4"
"cl_hud_radar_scale" "1"
"r_fullscreen_gamma" "2.6"
"setting.defaultres" "1680"
"viewmodel_offset_x" "0.5"
"viewmodel_offset_y" "1"
"viewmodel_offset_z" "-1"
"cl_crosshair_recoil" "false"
"cl_crosshaircolor_b" "165"
"cl_crosshaircolor_g" "255"
"cl_crosshaircolor_r" "16"
"cl_crosshairusealpha" "true"
"cl_fixedcrosshairgap" "3"
"cl_crosshairthickness" "1"
"zoom_sensitivity_ratio" "1"
"cl_radar_icon_scale_min" "0.6"
"cl_crosshair_drawoutline" "true"
"cl_radar_always_centered" "1"
"r_player_visibility_mode" "1"
"setting.defaultresheight" "1050"
"cl_crosshair_outlinethickness" "1.5"
"cl_crosshair_dynamic_splitdist" "3"
"cl_crosshairgap_useweaponvalue" "false"
"cl_radar_square_with_scoreboard" "1"
"cl_crosshair_dynamic_maxdist_splitratio" "1"
"cl_crosshair_dynamic_splitalpha_innermod" "0"
"cl_crosshair_dynamic_splitalpha_outermod" "1"

The autoexec.cfg exactly as settings.gg serves it, in the format from before the Sept 22, 2026 update: its crosshair settings no longer work in CS2, so don't exec it — use the converted commands or .cfg above.