The Tool Desk
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Deadlock remains in development, and Steam Support currently lists its processor, graphics, operating-system, and sound-card requirements without published values. That means any preset claiming a guaranteed frame rate or universal minimum GPU is speculation. The settings below are practical starting points assembled from a community configuration guide published in August 2026, plus the current default controls listed by a guide updated October 6, 2026 and checked against the October 5 patch.
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Quick recommendation: choose a starting profile
Use the profile that matches the problem you are trying to solve, not the one with the most impressive numbers. Competitive players normally value stable frame delivery, readable targets, and low visual clutter. Players with performance headroom may prefer higher effects, shadows, foliage, and view distance. A balanced setup preserves texture detail while reducing the settings most likely to distract you or consume performance.
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|---|---|---|---|
| Display mode | Fullscreen | Borderless fullscreen | Borderless fullscreen |
| Ambient occlusion | Off | Off | On |
| Anti-aliasing quality | Low | Low | Medium |
| Resolution scale | 100 | 100 | 100 |
| Texture quality | Medium | High | High |
| Effects quality | Low | Medium | Epic |
| Frame-rate limit | Uncapped | 144 FPS | 144 FPS |
| Shadow quality | Low | Medium | Epic |
| V-Sync | Off | Off | Off |
| Foliage quality | Low | Medium | Epic |
| Motion blur | Off | Off | Off |
| Post-process quality | Low | Medium | Epic |
| View distance quality | Medium | High | Epic |
These are community recommendations, not controlled benchmarks. The source notes that exact results vary by game and PC, and it does not establish a guaranteed FPS gain for any individual setting. Treat the table as a baseline you can measure against your own display, hardware, and match conditions.
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Why “best” depends on your PC and display
Deadlock’s official release date and displayed system requirements are still listed as “To be announced” in Steam Support. There is therefore no verified minimum graphics card, processor tier, or universal target frame rate to use as a buying or configuration rule.
Your practical target is the highest repeatable frame rate that keeps aiming, camera movement, and ability effects consistent. A high peak number is less useful if heavy fights cause visible stutter. Conversely, lowering every option can make terrain, effects, or targets harder to read. Consider five factors before choosing a preset:
- Frame-time headroom: leave room for team fights and dense effects rather than optimizing only an empty lane.
- Image quality: textures usually affect surface detail, while shadows, effects, foliage, and post-processing change the scene more dramatically.
- Target readability: reduced foliage and effects can make opponents and projectile paths easier to distinguish.
- Input comfort: key positions matter as much as raw graphics settings when several actions must be available simultaneously.
- Display behavior: refresh rate, variable-refresh support, and your tolerance for tearing determine whether an uncapped or capped frame rate feels best.
How to tune graphics without guessing
- Record a baseline. Start with one of the three profiles and note how the game feels in a normal match, not only in a quiet area. Pay attention to stutter, target visibility, and whether the image looks soft.
- Keep resolution scale at 100 first. All three cited profiles use 100. Lowering it can provide performance headroom, but it also reduces internal rendering resolution and may make small targets less distinct. Raise or lower it only after testing the other options.
- Change one or two settings. If you alter everything at once, you will not know which change solved a problem. Start with effects, shadows, foliage, or post-processing when the goal is more headroom.
- Test the difficult case. Use a team fight, a busy objective area, or a sandbox sequence with repeated movement and abilities. Judge smoothness at the moment the game is busiest.
- Check clarity as well as FPS. A setting that increases performance but hides silhouettes, removes useful depth cues, or makes effects confusing may not be an improvement.
- Keep the change only if it helps. Record your chosen values so a patch or driver update does not leave you wondering which option changed the feel.
What each graphics option changes
Display mode
The PvP profile starts with fullscreen, while the balanced and visual-quality profiles use borderless fullscreen. Fullscreen can be a sensible first test when you want the game to own the display directly. Borderless fullscreen is convenient when switching applications or using a multi-window setup. Neither choice is proven here to deliver a universal performance advantage; use the mode that behaves most consistently on your system.
Ambient occlusion
Ambient occlusion adds contact shading around surfaces and objects. The PvP and balanced profiles turn it off to reduce extra shading, while the visual-quality profile turns it on. If you prefer cleaner shapes or need more headroom, leave it off. If depth and grounding matter more and performance is stable, test it on.
Anti-aliasing quality
The cited starting points are Low for PvP and balanced play and Medium for visual quality. Anti-aliasing can smooth jagged edges, but higher levels may soften fine detail or consume additional resources. Compare distant geometry and moving targets at your normal resolution before deciding.
Resolution scale
All three profiles use 100. This keeps the internal render resolution aligned with the selected display resolution. Lowering the scale is a larger clarity trade-off than reducing many individual effects, so treat it as a later performance lever rather than the first change.
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Texture quality
Texture quality is Medium in the PvP profile and High in the other two. Textures affect surface detail and often depend on available graphics memory. If you have enough memory and stable frame times, High can preserve useful visual detail without the same type of moving clutter created by effects or foliage. If you encounter hitching while assets load, test a lower texture level.
Effects quality
Effects are Low for PvP, Medium for balanced, and Epic for visual quality. This is one of the first settings to reduce when ability-heavy fights feel busy or inconsistent. Lower effects can make combat information easier to parse, although some players may prefer the richer presentation of higher values.
Frame-rate limit
The PvP profile is uncapped; balanced and visual quality specify 144 FPS. These are starting choices, not guarantees that your PC can sustain those rates or that 144 is right for your monitor. If an uncapped rate fluctuates sharply, a cap your system can hold consistently may feel steadier. If you use a display with a different refresh rate, test a cap that suits it rather than copying 144 automatically.
Shadow quality
Shadows are Low in PvP, Medium in balanced, and Epic in visual quality. Higher shadows improve scene depth but can add workload and visual complexity. Reduce them when fights produce drops or when dark, moving shapes make target recognition harder.
V-Sync
All three profiles list V-Sync Off. V-Sync can reduce tearing by synchronizing presentation with the display, but it may add latency or impose a cadence that some players dislike. The cited profiles do not establish that Off is optimal for every monitor, so enable it only if your own tearing and latency trade-off favors it.
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Foliage is Low for PvP, Medium for balanced, and Epic for visual quality. The PvP recommendation is an editorial inference based on reducing visual clutter, not a measured Deadlock benchmark. Lower it if vegetation obscures silhouettes or consumes performance; raise it when environmental detail is important to you and visibility remains clear.
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Motion blur
All profiles turn motion blur off. This usually makes rapid camera movement easier to inspect, but personal comfort should decide. If you prefer blur for a cinematic look, test it separately rather than changing several options together.
Post-process quality
Post-processing is Low, Medium, or Epic across the three profiles. It can alter finishing effects, contrast, and scene treatment. Lower values are a reasonable competitive starting point when you want a cleaner image and more headroom; higher values suit players who prioritize presentation.
View distance quality
The profiles use Medium for PvP, High for balanced, and Epic for visual quality. The source specifically acknowledges uncertainty around view-distance guidance, so do not assume Epic always improves competitive awareness. Test whether distant geometry and targets are actually clearer in your matches before spending performance on it.
Which profile should you choose?
Choose PvP when consistency and readability come first
Use fullscreen, Low effects, shadows, foliage, and post-processing, Medium textures and view distance, Low anti-aliasing, and 100 resolution scale. This profile also turns off ambient occlusion, V-Sync, and motion blur and leaves the frame-rate limit uncapped. It is a practical starting point for players who would rather reduce clutter than maximize scenery.
Choose balanced for a general-purpose setup
Borderless fullscreen, Medium effects, shadows, foliage, and post-processing, High textures and view distance, Low anti-aliasing, and 100 resolution scale form the middle option. The 144 FPS limit is part of the cited profile, but change it if your monitor or sustained performance calls for another cap.
Choose visual quality when you have verified headroom
The visual profile raises effects, shadows, foliage, post-processing, and view distance to Epic, uses High textures, Medium anti-aliasing, and enables ambient occlusion. It still keeps motion blur and V-Sync off and resolution scale at 100. If busy fights become unclear or inconsistent, lower the most demanding options selectively instead of abandoning the entire profile.
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Deadlock default controls and keybinds
The current controls guide lists the following defaults and says every key can be changed through Settings → Hotkeys. The guide was updated October 6, 2026 and checked against the October 5 patch; Deadlock is still in development, so verify labels in your installed build.
| Action | Default key |
|---|---|
| Move | W, A, S, D |
| Jump / double jump / wall jump | Space |
| Dash | Left Shift |
| Crouch / slide | Left Ctrl |
| Fire | Left Mouse Button |
| Zoom / aim down sights | Right Mouse Button |
| Reload | R |
| Melee | Q; tap for light, hold for heavy |
| Parry | F |
| Ability 1 | 1 |
| Ability 2 | 2 |
| Ability 3 | 3 |
| Ultimate | 4 |
| Active item 1 | Z |
| Active item 2 | X |
| Active item 3 | C |
| Active item 4 | V |
| Shop | B |
| Scoreboard | Tab |
| Extra info / quick upgrade | Left Alt; hold and press 1–4 |
Important mechanics behind the default layout
How do I heavy melee in Deadlock?
Press the melee key for a light attack, or hold it for a heavy melee attack. With the default layout, that key is Q. If you move melee to another key, preserve the tap-versus-hold behavior when testing the new bind.
What is the parry key in Deadlock?
Parry is F by default. The controls guide describes it as blocking melee attacks only, so it should not be treated as a general-purpose block against ranged fire or abilities.
How do I upgrade abilities quickly in Deadlock?
Hold Left Alt and press the number for the ability you want to upgrade: Alt+1, Alt+2, Alt+3, or Alt+4. The guide labels Left Alt as the extra-info and quick-upgrade key. Confirm the prompt in the current match before spending a point.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Rebinding options that may improve reach
Rebinding is personal. The following options are suggestions from the controls guide, not mandatory advantages or proof that a particular layout is superior.
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- Move melee to Mouse 4 or Mouse 5. A side button can let your movement fingers stay on WASD while you tap or hold melee.
- Put a frequently purchased escape or save item on the other side button. This can make an emergency active item easier to reach, provided your mouse has programmable side buttons.
- Move abilities away from 1–4 if those keys are awkward. Choose locations you can reach without releasing movement or aim. If an ability moves, reassess where reload belongs so the new arrangement does not create another reach problem.
- Keep related actions consistent. Grouping abilities or active items in a predictable order reduces the chance of pressing the wrong action under pressure.
A mouse with side buttons is optional; no new hardware is required to use the default layout or to rebind keys on a keyboard.
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How to test a new keybind safely
- Open Settings → Hotkeys and change one action at a time.
- Enter the sandbox before relying on the layout in a match.
- Walk, strafe, jump, double jump, wall jump, dash, and crouch or slide while keeping your normal movement fingers in place.
- Test light melee and heavy melee separately, including the hold duration.
- Fire each ability, ultimate, and active item from its new key.
- Practice parry timing and confirm that it still feels distinct from melee.
- Use Left Alt with each ability number to verify quick upgrades remain reachable.
- Return to a normal match only after the full sequence feels automatic.
Accessibility and newer settings features
A search result from the official Deadlock site describes dedicated visual, audio, and control accessibility settings, shareable settings codes, mouse-wheel binding support for eligible actions, and separate settings for multiple players using one PC. The available result does not establish rollout dates or the complete list of options. Open the in-game settings menu to see which features your current build provides, and do not assume every option is present on every patch.
Troubleshooting common setup problems
The game looks smooth in quiet areas but stutters in fights
Lower effects, shadows, foliage, and post-processing first, because those are the largest differences between the competitive and visual profiles. Retest in a busy fight. If the problem remains, test a lower texture level for asset-loading hitching, then consider resolution scale as a later step.
Targets are hard to see after lowering settings
Do not keep reducing everything. Raise view distance or textures selectively, and compare Medium versus High foliage in the exact areas where silhouettes disappear. The goal is readable targets, not the lowest possible menu values.
Uncapped FPS feels uneven
Try a frame-rate limit your PC can sustain rather than copying the PvP profile’s uncapped choice. The balanced and visual profiles use 144 FPS, but that number is only a starting point and may not match your display or hardware.
A new bind conflicts with another action
Return to Settings → Hotkeys and inspect the conflicting action. Move one of the two commands, then retest the complete movement, melee, ability, item, reload, and upgrade sequence in the sandbox.
A patch changed a label or behavior
Deadlock’s controls and settings are patch-sensitive. Recheck the in-game menu after updates, especially when a guide or preset is more than a few weeks old. The defaults above reflect the October 5 patch as checked by the October 6 guide update, not a permanent guarantee.
Quick Recap
Maintenance checklist for your setup
- Confirm your display mode, frame-rate limit, V-Sync, and resolution scale after major updates.
- Check that your mouse, keyboard, and any side-button software still expose the intended keys.
- Run a short sandbox drill after changing melee, parry, abilities, or active items.
- Evaluate performance in a real team fight, not just the menu or an empty practice area.
- Keep a note of your preferred values so you can restore them after a reset.
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