CS2 Console Commands List

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Below is Total CS' searchable list of all CS2 console commands. Each command in our database has detailed documentation, with help and argument explanation (hover over a command to view). Click on a command's name to visit its individual page, on which you can find more information including working examples and its default setting or value.

Type the name of a command into the search box to instantly filter our entire database of commands. Toggle between different views by pressing the "Card View" and "Table View" buttons.

If you are looking for a more specific selection of commands, you may prefer to sort by category.

Updated for CS2: We've updated our list to include over 1,000 console commands that were added in CS2.

We're the only website that has a complete list of all Counter-Strike 2 commands with complete documentation and examples. CS:GO Commands are hidden from this list by default. If you're playing on CS:GO, check the "Show CS:GO Commands" box to show commands that exist in Counter-Strike: Global Offensive.

How to Use CS:GO & CS2 Commands
  1. Enable the developer console:

    Go to Settings > Game Settings and set "Enable Developer Console" to "Yes".

  2. Press ` or ~ on your keyboard.

  3. Enter a command and hit ENTER on your keyboard to run it!

Are you still stuck? More Help
IPS

Commands List

Command Description More
snd_steamaudio_enable_spatial_blend_fix

Toggles the speculative fix for low-frequency issues when using spatial blend in audio.

Examples, Generator & More
snd_steamaudio_enable_spatial_blend_fix <0 / 1>
snd_steamaudio_ir_duration

Controls the time delay between a sound being emitted and the last audible reflection in Steam Audio. Used for tweaking the game's audio spatialization and echo characteristics.

Examples, Generator & More
snd_steamaudio_ir_duration <Duration>
snd_steamaudio_max_convolution_sources

This command sets the maximum number of simultaneous sources that can be modeled by Steam Audio within the game.

Examples, Generator & More
snd_steamaudio_max_convolution_sources <Maximum sources>
snd_steamaudio_max_occlusion_samples

Sets the maximum number of rays that can be traced for volumetric occlusion by Steam Audio, which affects how sound is occluded by the game environment.

Examples, Generator & More
snd_steamaudio_max_occlusion_samples <Maximum occlusion samples>
snd_steamaudio_num_bounces

Sets the maximum number of times any ray can bounce when using Steam Audio, which affects the simulation of sound within the game environment.

Examples, Generator & More
snd_steamaudio_num_bounces <Number of bounces>
snd_steamaudio_num_diffuse_samples

This command configures the number of directions that are considered for ray bounces by Steam Audio, impacting how audio reflections are calculated.

Examples, Generator & More
snd_steamaudio_num_diffuse_samples <Number of Diffuse Samples>
snd_steamaudio_num_rays

Specifies the number of rays to be traced for modeling reflections in the game's audio through Steam Audio, primarily affecting the accuracy and quality of audio reflections.

Examples, Generator & More
snd_steamaudio_num_rays <Number of rays>
snd_steamaudio_num_threads

This command configures the number of threads allocated for computing real-time reflections in Steam Audio, improving spatial audio quality.

Examples, Generator & More
snd_steamaudio_num_threads <Number of Threads>
snd_steamaudio_reverb_level_db

Adjusts the overall volume in decibels (dB) of the output from the Steam Audio Reverb processor. This command helps in fine-tuning the reverb effects for an optimal audio experience in the game.

Examples, Generator & More
snd_steamaudio_reverb_level_db <Reverb Level (dB)>
snd_steamaudio_source_pathing_debug

Enables path visualization for the steam_audio_source operator, used for debugging purposes.

Examples, Generator & More
snd_steamaudio_source_pathing_debug <0 / 1>
snd_use_baked_occlusion

Determines whether the sound system uses baked occlusion data for audio playback, enhancing the realism of sound propagation and occlusion based on the precomputed data.

Examples, Generator & More
snd_use_baked_occlusion <0 / 1>
snd_vmix_override_mix_decay_time

This command determines the duration in seconds for the mix graphs decay time, if set to a value greater than 0; -1 returns it to default behavior.

Examples, Generator & More
snd_vmix_override_mix_decay_time <Decay Time>
stopdemos

Stops the looping of demos. The currently playing demo will complete before stopping.

Examples, Generator & More
stopdemos
sv_cluster

Specifies the data center cluster in which the server is located. Mainly used for networking optimization and server management.

Examples, Generator & More
sv_cluster <0 / 1>
sv_debug_client_not_in_pvs

This command is used for debugging purposes. When enabled, it visually represents failed client Potentially Visible Sets (PVS) checks with a red box in the game world, helping to identify visibility issues.

Examples, Generator & More
sv_debug_client_not_in_pvs <0 / 1>
sv_debug_overlays_bandwidth

This command is used to broadcast server debug overlays traffic.

Examples, Generator & More
sv_debug_overlays_bandwidth <Bandwidth>
sv_debug_overlays_broadcast

This command enables or disables the broadcasting of server debug overlays. It's primarily used for debugging purposes.

Examples, Generator & More
sv_debug_overlays_broadcast <0 / 1>
sv_enable_alternate_baselines

This command enables or disables the alternate baseline system. Setting it to 2 activates debugging spew.

Examples, Generator & More
sv_enable_alternate_baselines <0 / 1>
sv_ents_write_alarm

Controls the printing of the callstack related to the CNetworkGameServerBase functionality.

Examples, Generator & More
sv_ents_write_alarm <0 / 1>
sv_merge_changes_after_tick_with_calcdelta

Addresses bugs related to pure calcdelta usage due to recipient changes, ensuring field changes are properly recognized even when values revert to their previous state. Setting to 2 enables detailed logging of changes.

Examples, Generator & More
sv_merge_changes_after_tick_with_calcdelta <0 / 1 / 2>