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Settings & Config

Settings & Config

CS2 Audio: You Cannot Hear Where They Are As Well As You Think

In a measured test, the setup players preferred was the one they performed worst on.

Beginner

·

8

MIN READ

·

·

Brian Sirbu

Beginner

·

8

MIN READ

·

·

Brian Sirbu

WHAT YOU’LL LEARN

  • With plain stereo, players were off by 7.9 degrees on average. With spatial audio, 3.2 degrees. At 20 metres that is the difference between missing by 2.8 metres and missing by 1.1.

  • CS2’s spatial audio is always on and has no toggle. The upgrade most players are trying to buy is one they already own.

  • Stacking Windows Sonic, Dolby Atmos or headset 7.1 on top fights CS2’s own processing and makes it worse.

  • Players preferred the audio setup they performed worst on. Plain stereo scored highest for naturalness and produced the largest errors.

  • Five snd_ commands still recommended in guides were removed from CS2 entirely.

  • With plain stereo, players were off by 7.9 degrees on average. With spatial audio, 3.2 degrees. At 20 metres that is the difference between missing by 2.8 metres and missing by 1.1.

  • CS2’s spatial audio is always on and has no toggle. The upgrade most players are trying to buy is one they already own.

  • Stacking Windows Sonic, Dolby Atmos or headset 7.1 on top fights CS2’s own processing and makes it worse.

  • Players preferred the audio setup they performed worst on. Plain stereo scored highest for naturalness and produced the largest errors.

  • Five snd_ commands still recommended in guides were removed from CS2 entirely.

CS2 audio guide cover showing a sound direction readout with a cone of localisation error

Every CS2 audio guide ends in the same place: buy a better headset, turn on 7.1, and you will hear exactly where people are.

In 2021 a group of researchers actually measured how precisely people can locate a sound in a first person shooter. Twenty two players, a shooting task, three different audio setups, and every shot logged for angular error.

The test was built on Steam Audio, which is the same engine CS2 uses. So the numbers transfer unusually well.

Two of the findings are not what you would expect.

How wrong you actually are

Average horizontal sound localisation error in an FPS task with plain stereo versus spatial audio

On plain stereo panning, with no spatial processing at all, players were off by an average of 7.9 degrees. At twenty metres, that is missing the source by about 2.8 metres. More than a whole doorway.

With spatial audio, the error dropped to 3.2 degrees, roughly 1.1 metres at the same distance. Experienced players did better still, at 2.4 degrees.

So spatial processing more than halves the error. It is by far the biggest single factor in the study, larger than the difference between expert and casual players.

Here is the part that matters for you: CS2 already does this, and you cannot turn it off. There is no HRTF toggle, no 3D audio checkbox. Valve’s Steam Audio runs on every match whether you know it or not.

The thing people are trying to buy with a gaming headset is the thing the game hands them for free.

The part that sounds wrong

Which audio setup players preferred compared to which one they actually performed best on

At the end of the study the players were asked which setup they preferred.

Eleven picked generic spatial audio. Nine picked individualised. Two picked plain stereo.

But individualised was the setup that measured best on every performance metric: lowest horizontal error, lowest vertical error, most hits. And in the questionnaire it scored lowest for naturalness and coherence.

Plain stereo, the worst performer by a wide margin, scored highest for externalisation and coherence. It sounded the most like real life and told players the least about where to shoot.

This is the same trap as monitor refresh rates: what feels better and what performs better are two different measurements, and only one of them wins rounds. If you have ever switched an audio setting, thought “that sounds much better”, and not got better results, this is why.

Vertical is the axis that does not improve

One more finding worth knowing, because it explains a frustration everyone has.

Horizontal accuracy improved a lot with spatial audio. Vertical accuracy improved by about two degrees, and the difference between generic and individualised processing was not statistically significant for the sample as a whole.

Even the expert players, on the best possible setup, were less accurate vertically than horizontally.

So when you cannot tell whether someone is on the floor above or the floor below, that is not your headset and it is not a skill issue you can train away. Vertical localisation is genuinely the weak axis for human hearing, and no amount of money fixes it.

Which means in practice: use audio to answer “which side”, and use your map knowledge to answer “which level”. The maps guide covers what knowing a map actually means, and this is part of it.

What to actually set in CS2

CS2 audio settings worth changing and the removed commands guides still recommend

The left column is the whole list. The right column is commands and toggles that guides still recommend and that do not exist.

Two things on there deserve a sentence each.

Turn off Windows Sonic, Dolby Atmos for Headphones, and any virtual 7.1 your headset software provides. CS2 is already spatialising the audio. Adding a second spatialiser on top means two systems both applying their own positional processing to the same signal, and the result is worse than either alone. This is the single most common mistake in CS2 audio setups.

The five dead commands. snd_headphone_pan_exponent, snd_front_headphone_position, snd_rear_headphone_position, snd_mixahead and snd_mix_async were all removed when CS2 moved to Steam Audio. They appear in config files people are still copying today, exactly like the launch options nobody rechecked.

Does a more expensive headset help?

Honestly: less than you think, and not in the way it is sold to you.

What genuinely matters is that the headphones are stereo, wired or low latency wireless, and that nothing is processing the signal between CS2 and your ears. A thirty euro pair that does those three things will outperform a two hundred euro pair running virtual surround on top of CS2’s own.

What a better headset buys is comfort over a four hour session and a frequency response you find easier to pick footsteps out of. Those are real, but they are small compared to turning off the processing that is fighting the game.

The EQ profile inside CS2 does more for footstep clarity than most hardware. Crisp emphasises higher frequencies, which is where footsteps live.

Frequently asked

Does CS2 have HRTF? Yes, always on, with no setting. It is built on Valve’s Steam Audio.

Should I use 7.1 surround for CS2? No. It conflicts with the spatialisation CS2 already applies.

Crisp or Natural EQ? Crisp. It pushes the frequency range footsteps sit in.

Can I tell if someone is above or below me? Less reliably than you think. Vertical localisation barely improved even with the best audio in the study.

Do expensive headsets improve footstep accuracy? Far less than removing conflicting processing does. Stereo, wired, nothing in between.

Why do my settings sound better but play worse? Because preference and performance are different measurements. In the study, the setup players liked most was not the one they shot best on.

The localisation figures come from Andersen and colleagues, Evaluation of Individualized HRTFs in a 3D Shooter Game, presented at I3DA 2021, with 22 participants completing a shooting task built in Unity using Steam Audio. The study was not run in Counter-Strike 2, and its individualised condition used measured personal HRTFs which CS2 does not offer. The direction and size of the stereo versus spatial gap is the finding that carries over. The CS2 settings and removed commands were checked against current documentation.

Every CS2 audio guide ends in the same place: buy a better headset, turn on 7.1, and you will hear exactly where people are.

In 2021 a group of researchers actually measured how precisely people can locate a sound in a first person shooter. Twenty two players, a shooting task, three different audio setups, and every shot logged for angular error.

The test was built on Steam Audio, which is the same engine CS2 uses. So the numbers transfer unusually well.

Two of the findings are not what you would expect.

How wrong you actually are

Average horizontal sound localisation error in an FPS task with plain stereo versus spatial audio

On plain stereo panning, with no spatial processing at all, players were off by an average of 7.9 degrees. At twenty metres, that is missing the source by about 2.8 metres. More than a whole doorway.

With spatial audio, the error dropped to 3.2 degrees, roughly 1.1 metres at the same distance. Experienced players did better still, at 2.4 degrees.

So spatial processing more than halves the error. It is by far the biggest single factor in the study, larger than the difference between expert and casual players.

Here is the part that matters for you: CS2 already does this, and you cannot turn it off. There is no HRTF toggle, no 3D audio checkbox. Valve’s Steam Audio runs on every match whether you know it or not.

The thing people are trying to buy with a gaming headset is the thing the game hands them for free.

The part that sounds wrong

Which audio setup players preferred compared to which one they actually performed best on

At the end of the study the players were asked which setup they preferred.

Eleven picked generic spatial audio. Nine picked individualised. Two picked plain stereo.

But individualised was the setup that measured best on every performance metric: lowest horizontal error, lowest vertical error, most hits. And in the questionnaire it scored lowest for naturalness and coherence.

Plain stereo, the worst performer by a wide margin, scored highest for externalisation and coherence. It sounded the most like real life and told players the least about where to shoot.

This is the same trap as monitor refresh rates: what feels better and what performs better are two different measurements, and only one of them wins rounds. If you have ever switched an audio setting, thought “that sounds much better”, and not got better results, this is why.

Vertical is the axis that does not improve

One more finding worth knowing, because it explains a frustration everyone has.

Horizontal accuracy improved a lot with spatial audio. Vertical accuracy improved by about two degrees, and the difference between generic and individualised processing was not statistically significant for the sample as a whole.

Even the expert players, on the best possible setup, were less accurate vertically than horizontally.

So when you cannot tell whether someone is on the floor above or the floor below, that is not your headset and it is not a skill issue you can train away. Vertical localisation is genuinely the weak axis for human hearing, and no amount of money fixes it.

Which means in practice: use audio to answer “which side”, and use your map knowledge to answer “which level”. The maps guide covers what knowing a map actually means, and this is part of it.

What to actually set in CS2

CS2 audio settings worth changing and the removed commands guides still recommend

The left column is the whole list. The right column is commands and toggles that guides still recommend and that do not exist.

Two things on there deserve a sentence each.

Turn off Windows Sonic, Dolby Atmos for Headphones, and any virtual 7.1 your headset software provides. CS2 is already spatialising the audio. Adding a second spatialiser on top means two systems both applying their own positional processing to the same signal, and the result is worse than either alone. This is the single most common mistake in CS2 audio setups.

The five dead commands. snd_headphone_pan_exponent, snd_front_headphone_position, snd_rear_headphone_position, snd_mixahead and snd_mix_async were all removed when CS2 moved to Steam Audio. They appear in config files people are still copying today, exactly like the launch options nobody rechecked.

Does a more expensive headset help?

Honestly: less than you think, and not in the way it is sold to you.

What genuinely matters is that the headphones are stereo, wired or low latency wireless, and that nothing is processing the signal between CS2 and your ears. A thirty euro pair that does those three things will outperform a two hundred euro pair running virtual surround on top of CS2’s own.

What a better headset buys is comfort over a four hour session and a frequency response you find easier to pick footsteps out of. Those are real, but they are small compared to turning off the processing that is fighting the game.

The EQ profile inside CS2 does more for footstep clarity than most hardware. Crisp emphasises higher frequencies, which is where footsteps live.

Frequently asked

Does CS2 have HRTF? Yes, always on, with no setting. It is built on Valve’s Steam Audio.

Should I use 7.1 surround for CS2? No. It conflicts with the spatialisation CS2 already applies.

Crisp or Natural EQ? Crisp. It pushes the frequency range footsteps sit in.

Can I tell if someone is above or below me? Less reliably than you think. Vertical localisation barely improved even with the best audio in the study.

Do expensive headsets improve footstep accuracy? Far less than removing conflicting processing does. Stereo, wired, nothing in between.

Why do my settings sound better but play worse? Because preference and performance are different measurements. In the study, the setup players liked most was not the one they shot best on.

The localisation figures come from Andersen and colleagues, Evaluation of Individualized HRTFs in a 3D Shooter Game, presented at I3DA 2021, with 22 participants completing a shooting task built in Unity using Steam Audio. The study was not run in Counter-Strike 2, and its individualised condition used measured personal HRTFs which CS2 does not offer. The direction and size of the stereo versus spatial gap is the finding that carries over. The CS2 settings and removed commands were checked against current documentation.

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Brian Sirbu, CS2 coach at GameSenseLab

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