Counter-Strike 2 is the game with the longest tail of folklore: ten years of CS:GO configs, launch options and console commands, most of which do nothing in the Source 2 version of the game, and a few of which can get you in trouble.
This guide checks every setting against the current build. The menu names and console commands come from the game’s own files as of 4 October 2026, and where the only measurement is one person’s test, we say so.
The short version
Fullscreen, Reflex on, the heavy sliders low, Boost Player Contrast on, and no launch options from 2015.
Display Mode: Fullscreen. NVIDIA Reflex Low Latency (on AMD, AMD Anti-Lag 2.0): Enabled. V-Sync: Disabled, unless you use the G-Sync setup below. Particle Detail and Global Shadow Quality: Low. Boost Player Contrast: Enabled. Dynamic Shadows: All. FidelityFX Super Resolution: Disabled.
Stay on DirectX 11 unless you have a reason to test Vulkan, and skip almost every launch option you have seen in a video: most of them do nothing in CS2, and anything that hooks into the game risks VAC.
What changed in 2025 and 2026
Small performance fixes, one locked slider, and a menu that has not moved since mid 2024.
The settings menu has kept the same shape since June 2024, when Valve added the Frame Pacing section with V-Sync, Reflex and the frame rate sliders. What older guides call "Wait for Vertical Sync" is now simply V-Sync, and the frame cap is Maximum FPS In Game.
Since then Valve has made a run of quiet performance fixes: a CPU-bound optimisation in January 2025, better rendering on most maps in August 2025, Vulkan memory defragmentation in September 2025, a fix for slow Windows 10 PCs with recent Intel processors in February 2026, and a cheaper scoreboard in July 2026. The August 2025 update also locked the frame cap while you are connected to a server, so set it before you join.
The Rush Hour update of 22 September 2026 brought a new mode and a crosshair tab, and no changes to video settings. If you read that a hotfix after it changed shader compilation, that is not in Valve’s notes.
Every video setting, and what it costs
Names exactly as in the current menu. Costs from one published test at about 980 FPS.
| Setting | Set it to | Why | What it costs |
|---|---|---|---|
| Display Mode | Fullscreen | Valve calls it fullscreen exclusive; it skips the Windows compositor. | Slower Alt+Tab. Measured +0.9% over borderless. |
| Refresh Rate | Your monitor’s maximum | Valve recommends the highest. In windowed modes it comes from Windows display settings, so check there. | Nothing. |
| Resolution and aspect ratio | Your choice | A lower resolution only adds frames when the graphics card is the limit. | Depends on the card. |
| Boost Player Contrast | Enabled | Valve: players are easier to see in low-contrast scenes. | No measurable cost. |
| V-Sync | Disabled, unless you use the G-Sync setup below | On its own it adds input lag. | Tearing. |
| NVIDIA Reflex Low Latency (AMD: AMD Anti-Lag 2.0) | Enabled, or Enabled + Boost | Lower latency, most when the graphics card is the limit. Boost is NVIDIA only. | Boost: more power, slightly fewer frames. |
| Maximum FPS In Game | See the next section | Locked while you are on a server since August 2025. | Depends on the setup. |
| Maximum FPS In Menus | 120 to 200 | Menus only. A lower value saves heat and power. | Nothing in a match. |
| Multisampling Anti-Aliasing Mode | CMAA2, or 2x MSAA with headroom | CMAA2 is a cheap edge filter. MSAA gets expensive fast. | CMAA2 -1%, 2x -4%, 4x -6%, 8x -12%. |
| Global Shadow Quality | Low, Medium with headroom | Shadow detail only. Which shadows exist is set by Dynamic Shadows. | Very High -10%. |
| Dynamic Shadows | All | Valve’s own tooltip: Sun Only can put you at a disadvantage, especially indoors. | About -0.6%. |
| Model / Texture Detail | Low or Medium | Texture resolution and model complexity; mainly helps weak PCs. | High -5.5%. |
| Texture Filtering Mode | Anisotropic 4X to 16X | Sharper surfaces at an angle, almost free. | 16X about -1%. |
| Shader Detail | Low | Lighting and shading complexity, visuals only. | High -1.5%. |
| Particle Detail | Low | Particle complexity and whether particles cast shadows. | The biggest cost in the test: Very High -9.6%, and lower 1% lows. |
| Ambient Occlusion | Disabled | Lighting quality only. | High about -1%. |
| High Dynamic Range | Performance for frames, Quality for the image | Valve: Performance lowers HDR quality and uses less video memory. | Quality -1.2%. |
| FidelityFX Super Resolution | Disabled (Highest Quality) | A simple upscaler. It only helps when the graphics card is the limit, and competitive CS2 is mostly processor-bound. | A blurrier image when on. |
The costs come from one community test with a published method (Ryzen 7 7800X3D, RX 9070 XT, three runs per setting, April 2026). At around 980 FPS a 10 per cent drop is about 0.1 ms per frame, so the same settings matter far more on a weaker graphics card. No review outlet has published a per-setting CS2 test in 2025 or 2026.
V-Sync, G-Sync, Reflex and the frame cap
Two good setups. Pick by whether you have a G-Sync or FreeSync monitor.
No sync, the lowest latency: V-Sync off, Reflex on, frame rate well above the refresh rate. Blur Busters’ tests still find this the lowest input lag, especially at five times the refresh rate or more. The price is tearing.
G-Sync, smooth and still low latency: G-Sync on in the driver, V-Sync on, Reflex on. Reflex then caps the frame rate just under the refresh rate, about 224 FPS at 240 Hz and 138 at 144 Hz. Valve’s own FAQ turns V-Sync on in the game for this; Blur Busters turns it on in the driver and off in the game. Nobody has measured which is better in CS2, so pick one. If you cap by hand, stay at least 3 FPS under the refresh rate, and use the game’s fps_max rather than the driver’s limiter. Restart the game after changing G-Sync.
FreeSync: Valve recommends FreeSync on and a cap with fps_max. The 3 FPS rule was tested on G-Sync, so on FreeSync it is a reasonable guess, not a measurement.
NVIDIA and AMD driver settings
Reflex makes the driver’s latency setting redundant. On AMD, Anti-Lag 2 lives in the game.
NVIDIA: with Reflex on in the game, the driver’s Low Latency Mode is overridden, so leave it at the default. "Prefer maximum performance" in Power management mode is optional: Reflex Boost does something similar, and nobody has measured the difference in CS2. Keep Shader Cache Size at the driver default, never disabled: it is what prevents compile stutter.
AMD: Anti-Lag 2 is built into CS2 and shows up where Reflex does, as AMD Anti-Lag 2.0. It needs a Radeon RX 5000 card or newer and Adrenalin 24.6.1 or later. In one test it cost about 4 per cent of average frames but lifted the 1% lows by 16 per cent. Turn Radeon Chill off, which also switches Anti-Lag off, and Radeon Boost off, which lowers the resolution during flicks.
Why "in the game" matters on AMD: in October 2023 the driver feature Anti-Lag+ hooked into the game’s code, and VAC banned players for it. Valve warned on 13 October, AMD pulled the feature on 17 October, and Valve began reversing the bans on 19 October. Anti-Lag 2 was built with Valve and is not affected.
Launch options: what still works
Very little, and most of the famous ones were never in CS2 at all.
Still works: -vulkan switches the renderer. In a May 2026 community test DirectX 11 was about 10 per cent faster on average, and on Vulkan the G-Sync status row disappears, so stay on DirectX 11 unless you are troubleshooting. fps_max and cl_showfps work from the console.
Placebo or harmful: -high measured +0.2 per cent, which is noise. -threads made things worse in community benchmarks. -allow_third_party_software switches off Trusted Mode’s protection and is reported to lower your Trust Factor; use it only if a tool you need requires it.
Gone or meaningless in CS2: -tickrate 128 (sub-tick replaced tick rate for movement and shooting), -novid (there is no intro video), -d3d9ex (there is no DirectX 9), net_graph, cq_netgraph, cl_forcepreload, mat_queue_mode, cl_interp and cl_updaterate. None of them is in the current build.
The Windows side
Game Mode on, Game Bar recording off, Memory Integrity costs about 2 per cent here.
| Windows setting | Our advice | Evidence |
|---|---|---|
| Game Mode | On, the default | Microsoft recommends it. Measured +0.7% in CS2, within noise. Two-die Ryzen X3D processors need it to park the right cores. |
| Hardware-accelerated GPU scheduling | Either | Microsoft: no significant change expected. CS2 results disagree, all within about 1%. |
| Optimizations for windowed games | On if you play Fullscreen Windowed | Applies to DirectX 11 games in a window. Does nothing in exclusive Fullscreen. |
| Memory Integrity | On, unless you measured a gain | CS2 measured -1.7% and -2.8% average in two 2026 tests. It is a security layer. |
| Power plan | High performance; Balanced on two-die Ryzen X3D | Core parking can cause frame time spikes. Two-die X3D processors need Balanced to park the right cores. |
| Game Bar captures | Turn off background recording | Background recording can cost performance. Keep Game Bar itself on two-die Ryzen X3D. |
Tweaks that do nothing, or worse
Commands from another game, settings that do not stack, and numbers that are overstated.
The launch-option lists. -tickrate 128, -novid, cl_forcepreload, mat_queue_mode and the netgraph commands are from CS:GO or simply absent.
"Ultra Low Latency and Reflex together." Reflex overrides the driver setting.
"Vulkan is always faster." On the current build DirectX 11 was faster on average in the community test. It depends on the PC.
"Turn Boost Player Contrast off for FPS." It had no measurable cost.
"Memory Integrity costs 10 to 15 per cent." In CS2 it measured 1.7 to 2.8 per cent.
"fps_max 0 is always the lowest latency." Without Reflex, a GPU-bound game queues frames and adds latency, and with G-Sync you need a cap.
Processor affinity tricks. One test showed a gain on one machine; nobody has repeated it, and it is easy to make things worse. We leave it out.
How to check it worked
Use the game’s telemetry, measure the low frames, and ignore differences of 1 to 2 per cent.
In Settings, Game, Telemetry, set "Show frame time and FPS" to Always: it shows the worst recent frame time and the average FPS. cl_showfps 1 works from the console; net_graph does not exist in CS2.
For real numbers, use Intel PresentMon or CapFrameX on the same map and route, at least three runs per setting, one change at a time. Compare the 1% low frame rate and the frame time graph, not only the average, and never compare 1% lows between different tools. At around 900 FPS a difference of 1 or 2 per cent is noise.
What Prospira does for you
The Windows side, explained and undoable. Nothing in the game is modified.
The game menu is a five-minute job with the table above. The Windows side is where people get lost, and that is the part the Prospira Tweaking Utility does: Game Mode, windowed-game optimizations, GPU scheduling, Game Bar, mouse acceleration and the power plan, each explained before it runs, most undone in one click, with a restore point made before the first change. It does not modify the game or hook into it, which is exactly where VAC risk comes from.
On a two-die Ryzen X3D processor, keep Game Bar on. And the app can switch Memory Integrity off: in CS2 that buys about 2 per cent at the cost of a security layer, so do it only if you have measured the gain on your own PC.
Sources
Everything above can be checked against these.
Counter-Strike 2 Update (Rush Hour), Valve, 22 September 2026
CS2 Update (rendering performance, fps_max lock), Valve, 14 August 2025
CS2 Update (Vulkan memory defragmentation), Valve, 26 September 2025
CS2 Update (Intel and Windows 10 fix), Valve, 23 February 2026
Release Notes (Frame Pacing section), Valve, 25 June 2024
Release Notes (AMD Anti-Lag 2), Valve, 22 May 2024
Release Notes (VAC ban reversal), Valve, 19 October 2023
CS2 video settings recommendations, Steam Support, 25 June 2024
Counter-Strike 2 (sub-tick), Valve, March 2023
GameTracking-CS2 (menu and console files), SteamTracking, updated 4 October 2026
CS2 released featuring NVIDIA Reflex, NVIDIA, 27 September 2023
System Latency Optimization Guide, NVIDIA, 1 October 2020
G-SYNC 101: Optimal Settings, Blur Busters, revised 2 June 2026
G-SYNC 101: G-SYNC vs V-SYNC off, Blur Busters, series revised 2026
Configure Anti-Lag, Boost and Chill, AMD, 28 February 2025
AMD debuts Anti-Lag 2 in CS2, Club386, 23 May 2024
Valve warns Anti-Lag can lead to bans, Engadget, 13 October 2023
Memory Integrity costs gamers performance, XDA, 14 September 2026
Expanding memory integrity protection, Microsoft, 1 September 2026
Optimizations for windowed games in Windows 11, Microsoft Support, current
Ryzen 9 9950X3D review (core parking), XDA, 11 March 2025
CS2 Optimization Guide (community test), 9Erza on GitHub, 22 April 2026
DX11 vs Vulkan, May 2026 build (community test), FPSHUB, May 2026
PresentMon console README, Intel, v2.6.0, 21 September 2026