The viewmodel is the weapon model you see in first person, and in Counter-Strike 2 it is fully adjustable. A good viewmodel is not about looking cool — it is about moving the gun out of the way so you can see enemies, read the map, and keep your crosshair reference stable from one weapon to the next. This guide walks through every viewmodel command, what it does, and how to settle on values you will not keep second-guessing.
The commands and default behavior here were checked in October 2026 against Valve's in-game console, the Counter-Strike 2 settings menu, the r/GlobalOffensive community, and prosettings-style reference pages that collect public player configs. Where a value depends on taste rather than a hard rule, this guide says so instead of pretending there is one correct number.
What the viewmodel actually controls
CS2 exposes the viewmodel through a handful of console variables and a matching set of sliders in Settings. The weapon position does not affect your hitbox, your accuracy, or where bullets land — your shots come from the center of the screen based on your crosshair and the gun's spread, not from the barrel you see. What the viewmodel changes is visual clutter: how much screen the weapon occupies, whether it sits left or right, and how it bobs when you move. Because it is purely cosmetic to the engine, you are free to optimize entirely for visibility and comfort.
There are two broad schools. Some players pull the weapon in close and low to maximize the open screen around the crosshair. Others keep it at a middle distance because a very minimized model can feel disorienting or hide useful animation cues like reloads. Neither is wrong, and the right answer is whatever keeps your eyes on the crosshair rather than on the gun.

The core viewmodel commands
These are the variables that matter, all adjustable from the console (enable the console first — see our CS2 launch options guide for how to turn it on and auto-run your settings):
- viewmodel_fov — the field of view of the weapon model. Higher values push the gun down and away, showing less of it. The engine caps this at 68, and most players who want a minimal view simply set it to the maximum.
- viewmodel_offset_x — moves the weapon left or right. Negative pulls it toward the screen center, positive pushes it outward.
- viewmodel_offset_y — moves the weapon forward or back (closer to or further from the camera).
- viewmodel_offset_z — raises or lowers the weapon. Negative drops it down the screen.
- cl_righthand — set to 1 for a right-handed weapon or 0 for left-handed. Left hand can clear the right side of your screen, which some players prefer for peeking common angles.
A widely used "maximum clearance" starting point is viewmodel_fov 68 with the offsets pushed toward the edges of their allowed range, which tucks the gun low and to the side. Treat specific offset numbers you see in pro configs as examples to try, not as a target you must match — the best values are the ones that stop you noticing the weapon at all.
It helps to understand why each offset matters in practice. The x offset is the one most people feel immediately, because it decides whether the weapon crowds the center of your screen or sits out at the edge. Pushing it outward opens up the area just below and beside your crosshair, which is precisely where enemies tend to appear when you swing around a corner at head height. The z offset, which raises or lowers the model, changes how much of the lower portion of the screen the weapon eats; dropping it down is popular because the bottom of the screen is where you watch for crouched defenders and planted bombs. The y offset is subtler — pulling the weapon closer or further mostly changes the sense of scale, and tiny changes here are easy to over-adjust, so move it last and in small steps.
One often-missed detail is that your viewmodel interacts with how you read corner peeks. When you pre-aim a tight angle, the first sliver of an enemy you see is frequently at the lower edge of your view, and a weapon that juts into that space can cost you a fraction of a second of recognition. This is the practical, competitive reason players minimize the model rather than a purely aesthetic one, and it is worth keeping in mind as you decide how aggressively to tuck the gun away.
Weapon bob and sway
Beyond static position, CS2 lets you reduce the movement of the weapon while you run, which many players find makes tracking enemies easier. The relevant variables govern how far the gun lags and bobs during movement. Lowering them produces a steadier model that barely reacts to your footsteps; the defaults produce a livelier, more animated weapon. Reducing bob is a comfort choice and does not change your accuracy, so experiment in an empty server and keep whatever feels least distracting.
If you ever want to reset to stock behavior, you can remove these lines from your config or set each variable back to its default, which the console shows when you type the command name with no value. Keeping a clean record of your changes in an autoexec is the easiest way to roll back — more on that in our CS2 config guide.

Setting it up without the console
You do not have to touch the console at all. In Settings, the Game tab exposes viewmodel field of view, position offsets, and hand preference as sliders with a live preview. Dragging a slider updates the weapon on screen immediately, which is the fastest way to find a position you like before you decide whether to save it permanently. The downside is that menu changes do not always persist as reliably across installs as a written config does, so once you are happy, copying the final values into an autoexec file is the safest way to keep them.
A practical workflow: open a private match with bots, equip a rifle and a pistol in turn, and adjust the sliders while you shoot and move. Weapons have different model sizes, so a position that looks perfect on an AK can feel different on a pistol or the AWP. Check at least a rifle, a pistol, and the AWP before you commit.
The menu and the console are not rivals — they are two routes to the same variables, and a sensible approach uses both. Use the sliders for the first pass, because the live preview lets you judge a change instantly without memorizing numbers. Once a position feels right, open the console and type each viewmodel command on its own to read back the exact value the slider landed on, then write those numbers into a config file. That way your preferred view is recorded as plain text you can restore in seconds, rather than living only in menu state that an update might clear. This matters more than it sounds, because rediscovering a viewmodel you were happy with from scratch is frustrating and resets the visual calibration you had built.
Common mistakes to avoid
The biggest mistake is chasing a specific professional's exact viewmodel as if it were a performance upgrade. It is not. A pro's numbers reflect their monitor, their resolution, and years of muscle memory; copying them blindly often feels worse than a view you tuned yourself. A second mistake is changing the viewmodel constantly. Visual consistency is worth more than theoretical perfection — your brain calibrates crosshair placement partly against the weapon's position, so flipping settings every week resets that calibration.
Finally, do not confuse viewmodel with the actual field of view of the world. CS2 does not let you raise the world FOV in normal matchmaking the way some games do; viewmodel_fov only affects the weapon model, not how much of the map you see. If the game feels zoomed in, that is your resolution and aspect ratio, which we cover in our broader settings posts.
A last thing worth internalizing is that a viewmodel is a long-term decision, not a per-match one. Because your brain quietly uses the weapon's position as one reference point when it places your crosshair, every time you change the view you reset a little of that calibration and spend the next few sessions readjusting. Give any new viewmodel at least a week of real games before judging it, and change only one variable at a time so you can tell what actually improved. Players who treat their viewmodel as settled and spend their energy on aim and positioning almost always end up better off than those who tinker with it weekly in search of a feeling that was never about the gun model in the first place.
Counter-Strike 2 accounts and services
Dialing in a viewmodel is one small part of feeling at home in CS2, and sometimes the bigger blocker is the account itself — a fresh profile, a Prime upgrade, or a rating that reflects how you actually play. If that is where you are stuck, our Counter-Strike 2 accounts and services page covers account and boosting options so you can spend your time refining settings and aim instead of grinding setup. Everything on the storefront is a service we perform or an account we provide — no cheats, no injected software, nothing that risks a VAC ban.
Frequently Asked Questions
Does the viewmodel affect my accuracy or where bullets go?
No. The weapon model is cosmetic. Bullets originate from your crosshair and are governed by the gun's spread and recoil, not by the visible barrel, so moving the viewmodel only changes what you see, never where you hit.
What is the maximum viewmodel_fov in CS2?
The engine caps viewmodel_fov at 68. Many players who want the weapon as small and low as possible simply set it to the maximum, but any value is valid — pick what feels comfortable.
Should I use left-handed viewmodel?
It is purely preference. Left hand (cl_righthand 0) can clear the right side of the screen, which some players like for certain peeks. Try it for a few sessions before deciding; consistency matters more than which side you choose.
Can I copy a pro player's viewmodel settings?
You can, and public config collections list many of them, but treat the numbers as examples. A pro's values suit their setup and habits; the best viewmodel is one you tuned to your own eyes in a practice server.
Do viewmodel changes survive a game update?
Values saved in an autoexec or committed through the settings menu generally persist, but occasional updates reset some preferences. Keeping your viewmodel lines in a written config makes it trivial to reapply them if that happens.
Why does my gun look different on the AWP than on a rifle?
Each weapon has its own model dimensions, so a single offset affects them differently. Always check your viewmodel on a rifle, a pistol, and the AWP before settling, so no single weapon ends up blocking too much of the screen.