By GamerStats Lab·Updated ·132 pros·132 post-Rush Hour codes on file
Valve rebuilt the CS2 crosshair in the Rush Hour update on Sep 22, 2026; length, thickness and gap are now set in pixels at the resolution the crosshair was saved at. On Sep 30, 2026 Valve changed the share-code format to carry the new settings, so codes in the old CSGO-xxxxx format encode the old units, not pixels. This page measures what 132 pros actually run in pixels, split by aspect mode, and lists every share code re-exported in the new format.
Most common setup:2/2/1 pxLength / thickness / gap. 55 of 132 pros (41.7%). One square is one pixel at the saved screen height.
Median length
2 pxn = 132 · range 1–10
Median thickness
2 pxn = 132 · range 1–4
Median gap
1 pxn = 132 · range 0–5
4:3 stretched
75.8%100 of 132 pros
What the Rush Hour update changed
Valve's patch notes from Sep 22 to Sep 30, 2026 replaced the CS:GO-era crosshair units with pixels and changed the share code.
Before the update, crosshair values used an arbitrary scale that the game converted to pixels from the display resolution. The same value drew a different number of pixels at different resolutions.
The Rush Hour update on Sep 22 made crosshairs resolution independent and moved them to a new Crosshair/Scopes settings tab. A day later Valve set out the units: length, thickness and gap are counted in pixels, and when the resolution changes the game rescales them so the crosshair keeps its proportions. A 2 px line set at 1280x720 becomes 4 px at 2560x1440. On Sep 30 the share code changed format to carry settings the old code had no room for, including the scope dot's scale and color. That build failed to launch for some players and was rolled back; a fixed build went out at about 00:17 UTC on Oct 1 (SteamDB build log, via Esport Now).
Old values were never pixels. A CS:GO-era size of 2 drew a different pixel count at every resolution, so a legacy code only becomes a pixel crosshair once a screen height is chosen for it.
4:3 stretched is the dominant mode: 100 of 132 pros (75.8%). 16:9 native follows with 14 (10.6%). The medians differ: 16:9 native players run longer arms (4 px against 2), thinner lines (1 px against 2) and a wider gap (2 px against 1). With n = 14 on the 16:9 side, two or three settings changes would move those medians.
Why values aren't comparable across modes
A 1280x960 stretched player's 2 px thickness is 2 of 960 vertical pixels. The monitor then stretches the whole 1280x960 frame onto a 1920x1080 panel: 1.5× horizontally and 1.125× vertically.
On the panel, a vertical arm 2 px thick is 3 physical pixels wide, while a horizontal arm 2 px thick is 2.25 pixels tall. Arm lengths stretch the same way, so the crosshair is wider than it is tall. A 16:9 native player at 1920x1080 sees the pixels as set.
1280x960 value on a 1920x1080 panel
Set at 1280x960
Height on panel (×1.125)
Width on panel (×1.5)
1 px
1.13 px
1.5 px
2 px
2.25 px
3 px
3 px
3.38 px
4.5 px
4 px
4.5 px
6 px
Rendered at 1280x960
Stretched to 1920x1080
The 2/2/1 px setup drawn to scale. Each game pixel becomes a 1.5 × 1.125 block on the panel.
Examples by mode
The highest-rated pros in each mode. Length / thickness / gap in px.
What a pixel value saved at a screen height of 960 draws as at four common resolutions.
Saved at 960 px tall, drawn at
Saved value
1280x960×1
1440x1080×1.125
1920x1080×1.125
2560x1440×1.5
1 px
1 px
1.13 px
1.13 px
1.5 px
2 px
2 px
2.25 px
2.25 px
3 px
3 px
3 px
3.38 px
3.38 px
4.5 px
4 px
4 px
4.5 px
4.5 px
6 px
5 px
5 px
5.63 px
5.63 px
7.5 px
6 px
6 px
6.75 px
6.75 px
9 px
Screen Height is the vertical resolution a crosshair's pixel values were saved at. When the game runs at a different height, CS2 rescales every value. The formula uses height only, which is why 1440x1080 and 1920x1080 give the same result.
97 of 132 pros (73.5%) saved their crosshair at a screen height of 960. 26 (19.7%) saved it at a height other than the one they play at, so what they see differs from the stored values. A screen can only light whole pixels, so fractional results are what the scale implies, not what a single frame shows.
Re-exported crosshair codes
Every pro share code on file in the format Valve introduced on Sep 30, 2026, with the CS:GO-era code it replaced. n = 132.
Current codes start with CS and have no dashes; legacy codes use the CSGO-xxxxx-xxxxx format and encode the old units. 9 codes shared by three or more pros are left out, as on the player pages.
All 132 share codes▾
132 of 132 codes
CS2 pro crosshair share codes in the post-Sep 30, 2026 format, with legacy codes
Runs the most common setup in the dataset, 2/2/1 px, shared by 55 of 132 pros.
Methodology
Sources. Length, thickness, gap, screen height and both share codes come from each pro's saved CS2 settings: tournament configs, published setups and streams. Resolution and scaling come from the same record.
Post-update codes. A code counts as post-Rush Hour when it is in the format Valve introduced on Sep 30, 2026 (CS…, no dashes), which did not exist before. Each is listed next to the CS:GO-era code it replaced.
Exclusions. 9 of 141 players are left out of the pixel statistics: 6 with CS:GO-era unit values only; 3 with no known resolution or scaling.
Limits. n is small for 16:9 native (14); modes under 5 players fold into Other. Values are as saved, at each player's screen height. Counts and medians are recomputed on every build.
Short answers, with the numbers filled from the current data.
Do CS:GO crosshair codes still work in CS2?
Not as a direct copy. CS:GO-era codes (CSGO-xxxxx-…) store the old unit scale, and Valve changed the share-code format to carry the new pixel settings on Sep 30, 2026 (rolled back after launch failures and re-released early on Oct 1, UTC), so use a current-format code or rebuild the crosshair in the Crosshair/Scopes settings tab.
Why does my imported crosshair look bigger or smaller than the pro's?
CS2 rescales pixel values from the screen height a crosshair was saved at to the height you play at, so a 2 px line saved at 960 pixels tall draws at 2.25 px at 1080. On 4:3 stretched the monitor then widens every pixel, by 1.5× on a 1920x1080 panel when the game renders at 1280x960.
What is the most common crosshair thickness among pros in px?
2 px: 79 of 132 pros (59.8%) use it. Thickness ranges from 1 to 4 px, and the median is 2 px.
What is the most common crosshair gap among pros?
1 px, used by 69 of 132 pros (52.3%). Gaps range from 0 to 5 px; the most common full setup is length 2, thickness 2, gap 1 (55 pros).
How do I convert a 1280x960 crosshair to 1920x1080?
Multiply each pixel value by 1080 ÷ 960 = 1.125, so 2 px becomes 2.25 px; CS2 does this itself when the saved screen height differs from yours. Width is not part of the formula, but 4:3 stretched also widens the image 1.5× on the panel, which a 16:9 native player does not get.
How many pros use 4:3 stretched?
100 of 132 pros (75.8%) play 4:3 stretched, 88 of them at 1280x960. 14 (10.6%) play 16:9 native, and the rest use 4:3 black bars, 5:4 or 16:10.
Each player's full crosshair, share code and settings are on their page in the CS2 pro player index.