TOOL
CS2 Viewmodel Generator
Tune your CS2 viewmodel with live sliders and copy the console commands — or start from a pro's exact setup.
Sliders
Your commands
viewmodel_fov 68; viewmodel_offset_x 2.5; viewmodel_offset_y 0; viewmodel_offset_z -1.5; viewmodel_presetpos 0
Paste in console (~) to preview instantly, or add to your autoexec.
Pro presets
Presets come from our pro settings database— click a name for that player's full config.
CS2 viewmodel commands explained
Your viewmodel is how your weapon and hands are drawn on screen. Four commands control it:viewmodel_fov (54–68) sets how much of the weapon you see; viewmodel_offset_x (−2.5 to 2.5) moves it left/right; viewmodel_offset_y (−2 to 2) pushes it closer or further; viewmodel_offset_z (−2 to 2) raises or lowers it. viewmodel_presetpos 1–3 applies Valve's Desktop, Couch and Classic presets, while 0 uses your custom offsets. Almost every pro maxes fov at 68 and tucks the gun low-right — it hides less of the screen and keeps the crosshair area clean. Paste your commands in console to preview instantly, and add them to your autoexec to keep them across restarts.
Viewmodel FAQ
What is the best viewmodel in CS2?
There's no aim advantage — viewmodel is personal preference. Most pros run viewmodel_fov 68 (the maximum) with offsets that push the weapon away from screen centre, like x 2.5, y 0, z -1.5. Start from a pro preset and nudge from there.
How do I change my viewmodel in CS2?
Open the console (~) and paste the generated commands, e.g. viewmodel_fov 68; viewmodel_offset_x 2.5; viewmodel_offset_y 0; viewmodel_offset_z -1.5; viewmodel_presetpos 0. Add them to your autoexec to make them permanent.
What does viewmodel_fov do?
It controls how much of your weapon is drawn on screen, from 54 (large, close weapon) to 68 (small, pushed-back weapon). Higher values show more of the screen and are used by nearly every pro.
Does viewmodel affect aim?
Not mechanically — your crosshair and bullets behave identically. But a smaller viewmodel hides less of the screen, which is why the pro standard is fov 68 with offsets that tuck the weapon into the corner.