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
thicknessandlengthunits 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 setthickness = 1,length = 8, andgap = 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
thicknessof 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 Limitsetting 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 Berettaswould animate incorrectly while reloading. - Clan tags now appear in death notices.
