Half-Life Deathmatch: Source — System Requirements, FPS Estimate & Settings

2006 · Action · Valve Software · ESRB Mature

Half-Life Deathmatch: Source cover art

Official system requirements

Publisher-published Minimum / Recommended values via RAWG, retrieved 2026-08-21. Real-world performance varies with drivers, resolution and your full build.

SpecMinimumRecommended
OSMinimum:—
ProcessorOS: Windows® 7 (32/64-bit)/Vista/XP—
MemoryProcessor: 1.7 GHz Processor, requires support for SSE—
GraphicsMemory: 1024 MB RAM—
StorageDirectX: Version 8.1—
DirectXNetwork: Broadband Internet connection—
Item 7Storage: 4 GB available space—

Multi-GPU FPS estimate

Estimated average FPS by GPU at 1080p / 1440p / 4K, derived from Half-Life Deathmatch: Source's demand tier (tier 2, Light (entry discrete GPU)) and published TechPowerUp-style relative-performance indices (RTX 4090 = 100), retrieved 2026-08-29. Planning estimates, not benchmarks.

GPU1080p1440p4K
RTX 4090392259149
RTX 4080 Super351232134
RTX 4080338223128
RX 7900 XTX375248143
RX 7900 XT351232134
RTX 4070 Ti Super300198114
RX 7800 XT300198114
RTX 4070 Super282186107
RTX 4070264175101
RX 7700 XT272179103
RTX 307024716394
RX 6800 XT296196113
RTX 4060 Ti21714383
RX 6700 XT264175101
RTX 306019913176
RX 6600 XT22514885
RTX 206018011968
GTX 1660 Super1499857
RX 58017211465
GTX 1060 6GB1419353
GTX 16501127443
Intel Arc A77022815187
UHD 770 (integrated)463017

Method: a game's demand tier maps to a “GPU index needed for ~60 FPS at 1080p”; each GPU's relative index produces an estimate via a diminishing-returns curve, then scaled for resolution. Source: TechPowerUp GPU database (relative performance), 2026-08-29.

Similar games you may tune next

Optimize Half-Life Deathmatch: Source for your hardware

Pick your GPU, CPU, resolution and target refresh rate, then generate a printable settings card with per-preset expectations and upscaler guidance.

Optimize Half-Life Deathmatch: Source for your PC

This is a planning estimate derived from the game's demand tier, not a benchmark.

My Half-Life Deathmatch: Source Settings Card

Preset: Ultra · Est. 47–65 FPS @ 1080p
Preset recommendationUltra
Expected FPS band47–65 FPS
Target refresh60 Hz
UpscalerDLSS/FSR not needed at this resolution
Ray tracingRT optional — raster first
Frame capYour estimated range (47–65 FPS) partially meets 60 Hz — drop one preset step or enable the upscaler to hold it.

Generated at GameFigs on 2026-09-25. Game demand tier: 2/9.

General tuning rules: drop Shadows, Reflection Quality andVolumetric Fog first (biggest GPU savings, low visual cost); use Render Scale / Resolution Scaling before lowering geometry; enable DLSS/FSR 3 on supported titles; cap FPS to your monitor's refresh rate to smooth frame pacing.

Release & version notes

Official release date: 2006-05-01. Ongoing patches and version history are published by the developer — for the latest patch notes, see the official store or support page. GameFigs summarizes the official release only and does not invent patch dates.

Multiplayer

About Half-Life Deathmatch: Source

A direct port of the original Deathmatch mode for the half-life to the Source engine slightly improves the game flow, by making controls more responsive and the connection more stable. Half-Life Deathmatch Source recreates the gameplay of the original multiplayer of Half-Life. All players are randomly spawned at the different map points and battle each other within a free-for-all brawl. To acquire any resource (weapons, ammo, health, and energy) players must scavenge the map for the various caches. Victory is achieved by obtaining the largest amount of kills during the match, by eliminating other players. In case of the draw, the player with the least amount of deaths is a winner of the match. Aside from the user created content, there are 8 available maps for the Half-Life Deathmatch: Source.

● Data updated 2026-08-29

Sources & attribution

  • Game data (release year, genres, platforms, system requirements, description, cover art) via RAWG.io, retrieved 2026-08-21.
  • GPU relative-performance indices via TechPowerUp GPU database (relative performance), retrieved 2026-08-29.
  • FPS estimates on this page are GameFigs planning estimates from the demand-tier + GPU-index model — not benchmark results.
How the Half-Life Deathmatch: Source optimization card & FPS estimate are computed

Each game is scored on a 0–9 demand tier from its published PC requirements (and a year/genre fallback when requirements are absent). The FPS estimate compares your selected GPU's relative-performance index against the tier's required index using a diminishing-returns curve, then scales for resolution. The settings card maps the demand tier and your hardware to a starting preset, an FPS band and an upscaler recommendation. All outputs are planning guides — verify in-game with the built-in benchmark when available.

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