CompLock#
Competitive and performance focused mod set and gameinfo by jcStani and HoppCX
gameinfo.gi based on OptimizationLock by Sqooky and contributors
64.8% more average FPS with the full mod stack#
CompLock is a set of Deadlock mods and config built peformance and readability.
Many popular mods cost frames: HUDs that run scripts or redraw every frame, and particle and sound systems that update far more often than they need to. CompLock rewrites them to do the same job for less.
Not compatible with QOL Lock or other types of mods.
HUD++#
By HoppCX and jcStani · Download pak01
+13.6% average FPS · +14.2% 1% lows over the stock HUD
A Panorama HUD overhaul that cuts the UI's biggest FPS costs and adds QOL Lock-style features: cooldowns in seconds on abilities, items and every player's ult, a mid boss buff timer, powerup timers, running damage totals and a clean minimap, with the stat gauges and per-hit damage numbers gone.
The biggest gain is HoppCX's work on cooldowns. The stock HUD tracks every cooldown with a radial sweep (ults, abilities, items and the mid boss), and each sweep redraws every frame. We removed the sweeps and replaced them with numbers in seconds, which are a lot easier for the game to draw.

| Every player's ult in seconds | Mid boss buff timer |
|---|---|
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| Team souls | Clean minimap |
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Clean damage numbers#
The separate spirit and weapon damage numbers that fountain off every hit are gone, and so is the shake on each hit. One running total of your damage stays above the target instead.
Why: every hit spawned its own animated number, so a team fight meant dozens of HUD elements moving at once. HoppCX found that hiding HUD elements with transparency doesn't remove their cost, because the game still processes them; sizing them to 0×0 does. Doing that for the per-hit numbers gave another +3% to 1% lows.
Since it only shows cumulative damage, the first tick of damage isn't shown.
jcStani's In-Game Crosshair Editor#
By jcStani · Download pak11
14 crosshair styles with full hitmarker customization: body shot and headshot colors, hit duration, scale, line gap, width and length, border and opacity. A toggle turns the hitmarker off and uses a Quake-style crosshair hit flash instead.
ImportantKeep Reticle motion off, or the settings menu won't work.

jcStani's HP Bars#
By jcStani · Download pak12
Most custom HP bar mods run a script every second to keep each bar updated, and with 11 players in a team fight that gets costly. These bars are a plain stylesheet with no scripts, so the game updates them like the stock bars: benchmarked at 0% FPS cost.
- Stamina shows as dots under the HP bar, not bars above the HP number.
- Debuffs sit flush above the HP number instead of floating high above it.
Thicker Player Outlines#
Vulkan port by HoppCX · Download pak13 (DX11) · Download pak14 (Vulkan)
Hero outlines twice as wide, with no fade toward the feet, so enemies stay easy to pick out at range and through effects. Get the one for the renderer you play on: DX11 is the game's default, Vulkan is for the -vulkan launch option. The Vulkan version was benchmarked at 0% FPS cost.

Lighter Post-Processing and Low-Detail Materials#
By jcStani · Download pak02 (post-processing) · Download pak03 (materials)
Two mods that lower what the GPU has to draw every frame, with the map still readable.
- Lighter post-processing removes the vignette, local exposure and base bloom, and retunes the tonemap. Each of these is a full-screen pass the GPU runs over every pixel, every frame, so dropping them saves the most at high resolutions. It also removes the lamp, storm and street light glow and shrinks the funnel clouds: see-through effects that stack on top of the scene and get drawn over the same pixels again.
- Low-detail materials swaps 414 textures and 676 materials for low-detail versions. Smaller textures take less VRAM and memory bandwidth, and simpler materials cost less to shade, which matters most when the GPU or its VRAM is the bottleneck.
Measured together with jcStani's other mods: +9.2% average FPS, +6.2% 1% lows.

Performance mods#
HUD#
| Mod | Author | Description | Avg | 1% low | File |
|---|---|---|---|---|---|
| HUD++ | HoppCX, jcStani | A Panorama HUD overhaul that cuts the UI's biggest FPS costs and adds QOL Lock-style features: cooldowns in seconds on abilities, items and every player's ult, a mid boss buff timer, powerup timers, running damage totals and a clean minimap, with the stat gauges and per-hit damage numbers gone. Needs cumulative damage text on. Screenshots | +13.6% | +14.2% | pak01 |
Graphics#
| Mod | Author | Description | Avg | 1% low | File |
|---|---|---|---|---|---|
| Lighter post-processing | jcStani | No vignette, local exposure or base bloom, a retuned tonemap, no lamp, storm or street light glow, smaller funnel clouds. Details | ¹ | ¹ | pak02 |
| Low-detail materials | jcStani | Low-detail versions of 414 textures and 676 materials. Details | ¹ | ¹ | pak03 |
| Low-poly troopers | aglow | Low-poly trooper models. From 60k triangles each to 60. | ¹ | ¹ | pak04 |
| Sinner's Sacrifice light fix | HoppCX, piggy | Keeps the bulb lights readable with low texture and LOD settings. | – | – | pak05 |
| No Halloween masks | Beyonx | Removes the Halloween masks. Their effects stutter with the 120 Hz particle cap from r_particle_min_timestep in gameinfo.gi. |
– | – | pak06 |
¹ Lighter post-processing, Low-detail materials, Low-poly troopers and Reduced tracers were measured as one set with jcStani's other mods, the original clean minimap, no stat gauges and the light fix: +9.2% avg, +6.2% 1% low.
Particles#
Use all three together: the prune is built for exactly what Clutter Be Gone and Reduced tracers remove.
| Mod | Author | Description | Avg | 1% low | File |
|---|---|---|---|---|---|
| Particle child prune | HoppCX | Removes 348 references to the particle effects the other two empty, so the game stops spawning them. Also removes the Radiant and Mystic Regeneration effects on your own hero, which stutter with the 120 Hz particle cap. | ² | ² | pak07 |
| Reduced tracers | jcStani | reduced tracer opacity, no impacts, blood and ability particles; no headshot effects. | ¹ | ¹ | pak08 |
| Clutter Be Gone "all, no abilities" | laundmo | Empties 531 particle effects: screen overlays (low health, burning, vent smoke), city ambience, walker effects, pickup beams and movement dust. Hero abilities untouched. | ² | ² | pak09 |
² Clutter Be Gone and the prune together: +8.5% avg, +4.0% 1% low over Reduced tracers alone.
Sound#
| Mod | Author | Description | Avg | 1% low | File |
|---|---|---|---|---|---|
| Sound stack update cap | HoppCX | Each playing sound updates at most every 10 ms instead of every frame. | +5.9% | +5.2% | pak10 |
QOL mods#
Visual and audio changes with no FPS change.
Visual#
| Mod | Author | Description | File |
|---|---|---|---|
| Crosshair pack | jcStani | 14 crosshair styles with customizable hit markers. Settings | pak11 |
| Flat health bars | jcStani | Flat hero health bars. Details | pak12 |
| Thicker outlines (DX11) | Unknown | Hero outlines twice as wide, no fade toward the feet. Details | pak13 |
| Thicker outlines (Vulkan) | HoppCX | The DX11 outlines ported to the Vulkan shader. Details | pak14 |
Audio#
| Mod | Author | Description | File |
|---|---|---|---|
| KovaaK's hit sounds | jcStani | KovaaK's-style hit sounds for normal and crit hits. Make your own with the Hitsound Builder. | pak15 |
| No music, low gun volume | jcStani | No in-game music and quieter gun sounds. | pak16 |
Hitsound Builder#
Open the Hitsound Builder: start from 12 built-in hitsounds or load your own, pick one for body shots and one for headshots, trim them and tune volume and pitch, then download a ready pak15_dir.vpk
gameinfo.gi#
gameinfo.gi is OptimizationLock 3.7.1 by Sqooky and contributors (GPL-3.0) with the changes below: +4.2% avg, +11.6% 1% low over stock.
| Change | Description | Avg | 1% low |
|---|---|---|---|
r_particle_min_timestep "0.00833" |
Particle systems simulate at most 120 times a second (OptimizationLock: 415). | +10.6% | +3.3% |
cloth_update "false" |
Commented out by default. Uncomment for no cloth physics; capes and coats stay still. | +2.3% | +2.7% |
panorama_min_comp_layer_cache_cost "0" |
Keeps every HUD composition layer cached, not only those over 4096 px². | +2.3% | +0.5% |
cl_generate_postdataupdatepreserved "false" |
Skips the per-tick callback for entities with no network changes. | +1.3% | +3.9% |
citadel_damage_text_cumulative_mode "1" |
Running damage totals for HUD++; a setting the game already saved overrides it. | – | – |
UserSettingsPathID commented out |
The game reads cfg/video.txt; this forces low-violence mode (Drifter and Mina turn purple). |
– | – |
citadel_orb_debug_draw_state, r_texture_pool and r_texture_stream lines |
Commented out. | – | – |
Config#
| File | Description | Avg | 1% low |
|---|---|---|---|
| fonts.conf | Panorama's font config with 748 of 807 rules removed; they only match fonts the game doesn't ship. | <1% | <1% |
| video.txt | My video settings: 2560x1440, 480 Hz, render scale 0.75. | – | – |
Benchmarks#
Average FPS / 1% low over a 15 s team fight replay on a 9800X3D and RX 9070 at 2560x1440, Linux, Vulkan, build 6839.




