I'm trying to better understand the "cost" of randomness usage/generation in practice. I understand that generally, some (small) amount of "true" randomness is generated, and then a CSPRNG is applied to expand this out to a larger amount of pseudo-randomness.
I'm curious as to precisely how these "small" and "large" amounts are related in practice. If I want $k$ pseudo-random bits, that an adversary can't distinguish from random with less than $2^{\lambda}$ time, how many truly random bits do I need to seed my PRG with?
I understand this may depend on the particular CSPRNG I use. If it does, how does one find out this conversion factor for a particular CSPRNG.