Official updateSep 23, 2026, 11:07 PM UTC

Counter-Strike 2 Update (Sep 23, 2026)

Increased countdown-after-elimination time, a new pixel-based crosshair system with rescaling and options, reduced timing values, and several animation and clipping fixes.

Quick read

  • Increased countdown-after-elimination time to 14 seconds on end rooms and Convoy; does not activate for full-team suicides, team kills, or disconnects.
  • Warmup after all players connect, freeze time, and technical timeout time have been reduced.
  • New pixel-based crosshair system with `thickness`, `length`, and `gap` in pixels, automatic rescaling across resolutions, half-outlines option, zero-gap bug fix, a static square style, and a minimum dynamic spread of 64
  • Various gap fixes and clipping adjustments.
  • Animation fixes for left-handed viewmodels, thirdperson player models, firstperson `Dual Berettas`, and clan tags now appear in death notices.

This update adjusts round timings, introduces a new pixel-based crosshair system with multiple options and fixes, and includes several animation and UI fixes.

Timing and general fixes

  • Increased countdown-after-elimination: Increased the maximum countdown-after-elimination time from 7 seconds to 14 seconds on end rooms and Convoy.
  • Activation exceptions: The countdown-after-elimination time does not activate in cases where an entire team dies to suicides, team kills, and/or disconnects.
  • Reduced times: Warmup time once all players have connected, freeze time, and technical timeout time are all reduced.
  • Other fixes: Various gap fixes and clipping adjustments.

Crosshair system

  • Pixel-based units: The new crosshair thickness and length units are in pixels. Previously values were defined on an arbitrary scale and converted to pixels based on display resolution; with the new settings, to get a 1-pixel wide crosshair with a bar length of 8 pixels and a gap of 4 pixels set thickness = 1, length = 8, and gap = 4.
  • Automatic rescaling: The new crosshair system automatically rescales pixel counts when the display resolution changes. For example, a crosshair configured at 1280x720 with a thickness of 2 will rescale the thickness to 4 at 2560x1440 so it remains proportionally the same.
  • Half-outlines: Added option to draw half-outlines. This will only draw the top-left portions of the outline for a crosshair.
  • Zero gap bug fix: Fixed a bug preventing 0 gap width from being respected.
  • New style and dynamic limits: Added a static square crosshair style. Reduced the minimum dynamic spread distance to 64 pixels. The new dynamic crosshair styles show real weapon spread and inaccuracy and the Dynamic Spread Limit setting is a limit on how far the crosshair will spread at maximum inaccuracy and spread. There is a baseline spread distance of 64 pixels which covers the weapons with the largest spread.

Animation and HUD fixes

  • Fixed a case where left-handed viewmodels would animate incorrectly while silent reloading.
  • Fixed a case where thirdperson player models would animate too fast while silent reloading.
  • Fixed a case where firstperson Dual Berettas would animate incorrectly while reloading.
  • Clan tags now appear in death notices.
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CS2 Update (Sep 23, 2026)

New Static Square crosshair style and outline options, Rush mode timing tweaks, upgraded pet photo JPEG pipeline with sticker limits, plus small map guide, animation, and UI polish.

  • New crosshair style 8 (Static Square) added, with expanded crosshair outline options and updated crosshair shaders on PC and Vulkan.
  • Rush mode adjusted with shorter freeze and warmup times plus refined elimination countdown logic that treats final rooms differently and tracks legitimate kills.
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