Half-Life — System Requirements, FPS Estimate & House Rules
1998 · Shooter, Action · Valve Software · ESRB Mature · Metacritic 96

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.
| Spec | Minimum | Recommended |
|---|---|---|
| OS | Minimum: 500 mhz processor, 96mb ram, 16mb video card, Windows XP, Mouse, Keyboard, Internet Connection | — |
| Processor | Recommended: 800 mhz processor, 128mb ram, 32mb+ video card, Windows XP, Mouse, Keyboard, Internet Connection | — |
| Memory | — | — |
| Graphics | — | — |
Multi-GPU FPS estimate
Estimated average FPS by GPU at 1080p / 1440p / 4K, derived from Half-Life's demand tier (tier 3, Light (entry discrete GPU)) and published TechPowerUp-style relative-performance indices (RTX 4090 = 100), retrieved 2026-08-29. Planning estimates, not benchmarks.
| GPU | 1080p | 1440p | 4K |
|---|---|---|---|
| RTX 4090 | 285 | 188 | 108 |
| RTX 4080 Super | 256 | 169 | 97 |
| RTX 4080 | 246 | 162 | 93 |
| RX 7900 XTX | 273 | 180 | 104 |
| RX 7900 XT | 256 | 169 | 97 |
| RTX 4070 Ti Super | 218 | 144 | 83 |
| RX 7800 XT | 218 | 144 | 83 |
| RTX 4070 Super | 205 | 135 | 78 |
| RTX 4070 | 192 | 127 | 73 |
| RX 7700 XT | 198 | 130 | 75 |
| RTX 3070 | 179 | 118 | 68 |
| RX 6800 XT | 215 | 142 | 82 |
| RTX 4060 Ti | 158 | 104 | 60 |
| RX 6700 XT | 192 | 127 | 73 |
| RTX 3060 | 145 | 95 | 55 |
| RX 6600 XT | 163 | 108 | 62 |
| RTX 2060 | 131 | 86 | 50 |
| GTX 1660 Super | 108 | 71 | 41 |
| RX 580 | 125 | 83 | 48 |
| GTX 1060 6GB | 102 | 68 | 39 |
| GTX 1650 | 82 | 54 | 31 |
| Intel Arc A770 | 166 | 110 | 63 |
| UHD 770 (integrated) | 33 | 22 | 13 |
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.
For the full hardware spec sheet and a deeper performance breakdown, see Full specs & performance data on GameFigs.
Age rating & regional compliance
GameRulePro pairs each title with its ESRB age rating and, where documented, real regulatory notes on loot boxes, skin gambling and randomized monetization. Every line is source-linked and labeled with its retrieval date. This is an educational reference, not legal advice — verify the specifics that apply to your jurisdiction.
| Field | Value | Source |
|---|---|---|
| Age rating | ESRB Mature | ESRB rating via RAWG.io, retrieved 2026-08-21. |
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Open profile →Rules, fair-play & tournament formats
AI search can summarize what Half-Life is — it can't turn your group size, time limits and house-rule preferences into a printable rules book, or generate a tournament bracket with tiebreaks. Run the generators below to build yours. Everything runs in your browser.
Build your house rules
Community-style house rules — not an official rulebook.
Half-Life — House Rules
- Players: 4 (adjust the rule set for odd numbers)
- Every round or session runs on a 40-minute timer; when it expires, the current objective or score decides the round.
- Respawns are unlimited at checkpoints; dying costs progress to the last checkpoint only.
- Disputes go to the session host; a 60-second discussion cap, then a vote. Ties favor the current objective leader.
- These are community house rules for casual play — they replace nothing in any official rulebook.
Game reference
- Half-Life (1998) — Shooter, Action.
- Structural outline based on Shooter-genre play patterns; adapt to your group.
Generated at GameRulePro · 2026-09-09
How to make house rules for Half-Life
- Open the generator. Use the house-rules or tournament-format generator on this page for Half-Life.
- Set group size and options. Enter player count and toggle a session time limit or permadeath/sit-out rules.
- Pick a tournament format. Choose single elimination, double elimination, or Swiss, then set match length and tiebreak order.
- Add custom rules. Type any house-specific rule into the custom field.
- Print your sheet. Click “Print my rules sheet” for a printable book or bracket.
Typical Shooter play structure
Community-style reference by genre — not an official rulebook.
Objective formats
- Team deathmatch — first team to the kill cap wins
- Search & Destroy style — one life per round, plant/defuse objective
- Capture point / zone control — hold zones to score
- Battle royale — last squad standing wins the match
Win condition
- Round-based: first to N round wins
- Time-based: highest score or objective progress at timer end
- Elimination: last team with players alive
Typical match rules
- Teams are evened by the lobby system (skill-based matchmaking where enabled)
- Overtime triggers when scores are tied at round cap
- Sudden death usually forces the objective, not camping
Release, patch & rule-change notes
Official release date: 1998-11-19. Ongoing patches and version history are published by the developer — for the latest patch notes, see the official store or support page. GameRulePro summarizes the official release only and does not invent patch dates. When a developer ships a rule-affecting update (balance pass, mode change, or ranked-reset), re-run the generator above to keep your house rules in sync.
About Half-Life
Half-Life is the original game in the series. Being a revolutionary at the time, we follow the story of Gordon Freeman - a silent scientist at the facility called Black Mesa. Arriving late at work and hastily doing his routine he runs into the experiment field. However, the experiment goes completely wrong and opens a portal to a completely different dimension called Xen. The laboratory is destroyed as well as the facility itself, as unknown creatures like Vortigaunts are now everywhere in the facility. Gordon must battle his way to the surface and find a way to close the portal. One of the main features of Half-Life was story-telling through scripted sequences within the actual gameplay. Without having cutscenes, the game was able to tell the full story of the game by showing scripted deaths, dialogues, character appearance while the gameplay was moving one. By not ripping off the player from the process, the game feels much more smooth as it continues. Despite his science nature, Gordon is masterfully using his weapons and destroys any enemy at his path with rifles, grenades, shotguns and much more.
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 GameRulePro planning estimates from the demand-tier + GPU-index model — not benchmark results.
- House rules and tournament formats are community-style templates for casual play, not official rulebooks.
- Pre-launch intelligence (release windows, settings, editions, pricing, beta dates) is compiled from each title's official publisher / studio announcements and is source-linked per item with its retrieval date (2026-09-09). Where a detail is from reporting rather than a primary source, the item's source line states so. This is preview material, not an official specification.
- Per-game age-rating & regional compliance reference (ESRB rating via RAWG; curated regulatory notes) from the GameRulePro game-rules dataset, retrieved 2026-08-29.
How the Half-Life FPS estimate and rules generator 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 rules and tournament builder is a community-style template engine: it formats your group size, match format and tiebreaks into a printable sheet. All outputs are planning guides — verify in-game and agree house rules with your group before play.