CS2 Viewmodel Guide

The viewmodel settings in CS2 define how your weapon and hands appear on-screen, influencing not just aesthetics but competitive performance. While it may appear cosmetic at first glance, the viewmodel’s screen positioning directly affects visual clarity, reaction time, and peripheral awareness.

In high-stakes gameplay, the weapon model can either enhance or obstruct your crosshair visibility, which has a direct impact on your duel win rate, especially in tight angles and post-plant scenarios. A poorly configured viewmodel creates visual noise, whereas an optimized one clears space around the crosshair and opens up peripheral cues.

The Source 2 engine powering CS2 renders weapon models differently than CS:GO, which means legacy configurations don’t translate one-to-one. Re-optimizing these settings is not just a recommendation—it’s a requirement for players aiming for peak performance.

What is ViewModel in CS2?

A viewmodel in CS2 is the visual layer that represents your weapon and hands in first-person. It does not affect gameplay mechanics like recoil or hit registration, but it does control how much screen space your weapon occupies.

The viewmodel is rendered separately from the world camera and physics engine. This means you can move your weapon left or right, up or down, without changing your aim point or your hitbox. The decoupling of weapon visuals and physics is why viewmodel customization exists in the first place.

Changing your viewmodel impacts:

  • What you can see near your crosshair
  • How easily you track enemy models
  • How clean or noisy your HUD feels

Many players underestimate how much cognitive load comes from an unoptimized viewmodel. A forward-heavy or high-positioned weapon might hide flash pops, obscure utility cues, or even block peekers’ heads at critical angles.

Key Viewmodel Parameters in CS2

Viewmodel configuration in CS2 is defined by specific console commands, each targeting an attribute of the visual model:

  • viewmodel_offset_x: Moves the weapon horizontally (–2.5 to 2.5). Lower values push it to the left, higher to the right.
  • viewmodel_offset_y: Controls depth (–2 to 2). Negative pulls it closer, positive pushes it further from the screen.
  • viewmodel_offset_z: Moves the weapon vertically (–2 to 2). Negative = lower, positive = higher.
  • viewmodel_fov: Sets the field of view for the weapon model (54 to 68). Higher values = smaller weapon, more screen space.
  • viewmodel_recoil: Toggles visual-only recoil animation (0 = off, 1 = on). Useful for clean spray visuals.

Also relevant:

  • cl_bob_lower_amt and cl_bobamt_lat: Control weapon sway during movement.
  • r_drawviewmodel: Toggles the weapon on or off entirely (not allowed in competitive).

Together, these define your weapon’s screen real estate, animation motion, and visual focus zone.

Differences From CS:GO

Although CS2 retains similar command structures, viewmodel rendering is different due to Source 2’s engine architecture. Players coming from CS:GO need to recalibrate manually, even if they reuse old configs.

Key changes:

  1. Idle sway and inertia in CS2 feel more natural. Movement-induced viewmodel shifts are more noticeable, requiring stricter bob adjustments.
  2. Weapon lighting and reflections are more detailed. Skins and metal finishes can visually distract if the model is too central.
  3. The same values produce slightly different screen placements. A viewmodel_offset_x –2.5 in CS2 doesn’t look like it did in CS:GO.
  4. CS2 has a different default position. Even default viewmodels take up more perceived space due to higher model fidelity.

This means the migration is not cosmetic—it affects how much information you receive per frame, and thus your reaction accuracy.

What is affected by viewmodel?

The viewmodel affects all visual bandwidth around your aim, and this can indirectly influence performance in combat and utility play.

Specifically, it affects:

  • Peripheral vision: Overextended models can block flankers or smoke fades.
  • Utility tracking: Grenade arcs and molotov bounces may be obscured.
  • Flash reactions: Viewmodel might block the initial visual cue of a flash popping.
  • HUD visibility: Especially on 4:3 stretched, weapon overlaps radar or health bar.

On ultrawide resolutions, top or side offsets may lead to cluttered corners. On low-FOV setups, the model may feel zoomed in, forcing the player to track enemies through reduced visible space.

In short, an improperly adjusted viewmodel causes screen congestion, leading to missed information and slower reactions.

How to customize viewmodel in CS2?

To customize your viewmodel in CS2:

Enable the Developer Console via settings.

Press ~ to open it.

Enter desired commands, such as:

viewmodel_offset_x -2.5
viewmodel_offset_y 2
viewmodel_offset_z -1.5
viewmodel_fov 65
viewmodel_recoil 0

Viewmodel Console Commands Explained

Each command below addresses a specific dimension of the visual model:

  • X-axis (viewmodel_offset_x): Controls horizontal weapon position. –2.5 is common for left-edge alignment.
  • Y-axis (viewmodel_offset_y): Controls depth. +2 moves the weapon away from screen center, improving forward visibility.
  • Z-axis (viewmodel_offset_z): Moves the model vertically. Lowering it creates more room for radar and top crosshair space.
  • FOV (viewmodel_fov): A higher value shrinks the model. 68 is the maximum. Most players use 65–68.
  • Recoil (viewmodel_recoil): Off (0) means no visual shaking while spraying. Competitive default.

Once these are tuned, you can disable idle movements using:

cl_bob_lower_amt 5
cl_bobamt_lat 0.1

Do you need to adjust viewmodel?

Yes, adjusting the viewmodel is necessary in CS2 for competitive consistency. The default setup does not provide optimal visibility and may obstruct crucial gameplay information.

For example:

  • A support player needs a lower viewmodel_offset_z to better track smoke and HE trajectories.
  • An AWPer benefits from viewmodel_fov 68 to clear space during scoped movement.
  • A lurker might use deeper Y offsets to track utility paths and rotate timings in narrow corridors.

Even casual players find their gameplay improves after tuning viewmodel. With less screen space blocked by the weapon, focus sharpens, and tracking becomes more intuitive.

Best Viewmodel Settings in CS2

While no one setting works for everyone, a common pro-inspired base looks like:

viewmodel_offset_x -2.5
viewmodel_offset_y 2
viewmodel_offset_z -1.5
viewmodel_fov 65
viewmodel_recoil 0
cl_bob_lower_amt 5
cl_bobamt_lat 0.1

These values give:

  • Maximum peripheral vision
  • Minimal visual distraction
  • Consistent spray readability

For 4:3 stretched users, increase X offset to –3. For ultrawide, reduce Z offset slightly to avoid HUD overlap.

Pro Players’ Viewmodel Settings: ZyWoo, S1mple, jL, m0NESY

  • donkviewmodel_fov 68; viewmodel_offset_x 2.5; viewmodel_offset_y 0; viewmodel_offset_z -1.5; cl_righthand 1; viewmodel_presetpos 3
  • s1mple viewmodel_fov 68; viewmodel_offset_x 2.5; viewmodel_offset_y 0; viewmodel_offset_z -1.5; viewmodel_presetpos 3;
  • m0nesy viewmodel_fov 68; viewmodel_offset_x 2.5; viewmodel_offset_y 0; viewmodel_offset_z -1.5; viewmodel_presetpos 3;
  • NiKo viewmodel_fov 65; viewmodel_offset_x 0.5; viewmodel_offset_y 1; viewmodel_offset_z -1; viewmodel_presetpos 1;
  • ZyWOo viewmodel_fov 68; viewmodel_offset_x 2.5; viewmodel_offset_y 0; viewmodel_offset_z -1.5; viewmodel_presetpos 2;
  • XANTARES viewmodel_fov 60; viewmodel_offset_x 1; viewmodel_offset_y 1; viewmodel_offset_z -1; viewmodel_presetpos 1;
  • ropz viewmodel_fov 68; viewmodel_offset_x 2.5; viewmodel_offset_y 0; viewmodel_offset_z -1.5; viewmodel_presetpos 2;
  • b1t viewmodel_fov 68; viewmodel_offset_x 2.5; viewmodel_offset_y 0; viewmodel_offset_z -1.5; viewmodel_presetpos 3;
  • kennyS viewmodel_fov 68; viewmodel_offset_x 2; viewmodel_offset_y 2; viewmodel_offset_z -2; viewmodel_presetpos 0;