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For a clear image and dependable frame times in Marvel Rivals, start with native display resolution, your GPU’s Quality upscaler (DLSS, FSR or XeSS), Global Illumination on SSGI Low, reflections on Screen Space or Off, Low shadows, and Motion Blur and Depth of Field disabled. Competitive players should also use Reflex or Anti-Lag, turn off V-Sync and frame generation, and cap the frame rate a few frames below the monitor’s refresh rate. This combination removes the most expensive lighting and blur effects without making the game look washed out.

A no-mod baseline for PC

Apply this baseline first, then adjust one setting at a time while testing the same practice-range route or match conditions. There is no universal FPS gain for any option: map complexity, resolution, CPU limits and GPU limits change the result.

Setting Starting value Why it is a good default
Display mode Fullscreen Gives the game direct control of the display and avoids extra desktop composition overhead on some systems.
Resolution Native monitor resolution Preserves text and geometry detail; use upscaling before lowering the output resolution.
Anti-Aliasing/Super Resolution DLSS, FSR or XeSS in Quality mode Matches the reconstruction method to the GPU while reducing internal render cost with relatively little detail loss.
Global Illumination SSGI Low The largest practical performance control in the current Season 10 guidance. Lower it first when frame rate is unstable.
Reflection Quality Screen Space or Off Reduces reflection work that adds little competitive information.
Low Latency NVIDIA Reflex On + Boost, or AMD Anti-Lag 2 Reduces the render queue and improves input response when the supported option is available.
V-Sync Off for competitive play Avoids the additional synchronization latency that can occur when the GPU is waiting for the display.
Frame Generation Off for ranked play Generated frames can increase end-to-end latency even when the displayed FPS is higher.
Frame-rate limit A few frames below refresh rate For example, cap at 141 FPS on a 144 Hz display to keep frame times steadier and leave synchronization headroom.
Model Detail Low to Medium Retains readable character shapes without spending heavily on distant geometry.
Post-Processing, Effects and Foliage Low Reduces particle clutter, foliage overdraw and post-processing cost during fights.
Shadows Low, not Off Enemy shadows can reveal movement and position; disabling them removes useful visual information.
Textures Medium; High with at least 8 GB VRAM Texture resolution mainly uses VRAM. On cards with 6 GB or less, lower it if traversal or combat stutters.
Motion Blur Off Keeps moving targets and camera pans sharp.
Depth of Field Off Prevents focus effects from softening targets outside the intended focal plane.

Choose the right upscaler and mode

Match the technology to your GPU

Use DLSS on a supported NVIDIA GPU, FSR on an AMD GPU, and XeSS on an Intel GPU. These options render internally below the output resolution and reconstruct a higher-resolution image. Quality mode is the correct first test because it lowers GPU work while retaining more fine detail than Balanced or Performance.

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When to use TAAU 100%

TAAU at 100% is an option when the system has substantial GPU headroom and you prefer a native-resolution temporal image. It costs more than Quality upscaling, so it is not the first choice on hardware near the minimum specification.

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When Performance mode is justified

Move from Quality to Performance only after reducing Global Illumination and reflections. Performance mode is useful when the GPU is close to the official minimum or when a high-resolution display leaves too little render headroom. Inspect thin effects such as wires, foliage and distant edges for shimmer; if they become distracting, return to Quality and lower another expensive option instead.

Lighting and effects: the settings that matter most

Global Illumination

Marvel Rivals uses Unreal Engine 5 Lumen lighting, exposed in the menu through Global Illumination and Reflection Quality. High Lumen-quality lighting is usually the costliest part of the graphics menu. SSGI Low preserves contact shading and scene depth while recovering considerably more performance than leaving the highest illumination mode enabled. If frame time is still unstable, SSGI Off is the next test.

Reflection Quality

Screen Space reflections are a reasonable visual compromise: surfaces can still show nearby detail, but the game does not calculate the most expensive reflection paths. Turning reflections Off is appropriate for ranked play or a GPU-limited system because reflective decoration rarely helps you identify an opponent.

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Shadows, foliage and post-processing

Keep shadows on Low rather than Off. A dark shape moving across the floor can be an early cue that an enemy is approaching, especially when the character itself is hidden. Low foliage and post-processing reduce overdraw and visual clutter in crowded fights. These changes generally improve readability rather than making the image blurry.

Motion Blur and Depth of Field

Disable both effects. Motion blur blends pixels during camera movement, while depth of field intentionally softens parts of the scene. Neither improves target recognition in a fast multiplayer match.

Latency, synchronization and frame generation

Reflex and Anti-Lag

On compatible NVIDIA systems, select Reflex On + Boost. On compatible AMD systems, select Anti-Lag 2. These low-latency modes are most useful when the GPU is busy; they are not substitutes for lowering a setting that keeps the GPU at its limit every frame.

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V-Sync and the FPS cap

Turn V-Sync Off for competitive play, then cap FPS a few frames below the display refresh rate. A 144 Hz monitor, for example, can use a 141 FPS cap. The small margin helps prevent the renderer from repeatedly hitting the refresh ceiling, producing more consistent frame delivery. If tearing is unacceptable in casual play, test your display’s adaptive-sync option and compare latency and smoothness rather than assuming one setting is best for every panel.

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Why competitive players normally disable frame generation

Frame generation creates additional displayed frames from rendered frames. It can make motion appear smoother, but the generated images do not represent additional game-simulation updates and can add input-to-display delay. Leave it Off for ranked or latency-sensitive matches. On weaker hardware, it is reasonable to test in casual play after the base settings are stable; judge it by controls and artifacting, not the FPS counter alone.

Textures and the official resource-pack choice

Texture quality is primarily a VRAM decision. Medium is a safe starting point. High is appropriate with at least 8 GB of VRAM if you do not see hitching while moving between areas. With 6 GB or less, drop to Medium or Low when stutters appear; a sharper texture is not worth repeated pauses during a fight.

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High-resolution resource pack

NetEase made the high- and low-resolution resource-pack feature available on May 7, 2026. The high-resolution pack is optional DLC that can improve visual fidelity but uses more installation space. The low-resolution pack reduces the game’s footprint, with visual fidelity potentially reduced in some cases.

On Steam, update the game first, then right-click Marvel Rivals in your Library, choose Properties, open DLC, and check or uncheck Marvel Rivals High-Resolution Resource Pack. Restart or allow the client to finish its file operation before launching. This choice changes asset quality and storage use; it does not replace the in-game resolution or upscaling settings.

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Check that the PC meets the official requirements

Component Minimum Recommended
Operating system Windows 10 64-bit, version 1909 or newer Windows 10 64-bit, version 1909 or newer
Processor Intel Core i5-6600K or AMD Ryzen 5 1600X Intel Core i5-10400 or AMD Ryzen 5 5600X
Memory 16 GB RAM 16 GB RAM
Graphics NVIDIA GTX 1060, AMD RX 580 or Intel Arc A380 NVIDIA RTX 2060 Super, AMD RX 5700 XT or Intel Arc A750
API DirectX 12 DirectX 12
Storage 70 GB 70 GB

NetEase recommends installing the game on an SSD for a better experience. An SSD cannot create GPU performance that is not there, but it can reduce asset-streaming delays compared with a hard drive. Leave additional free space for patches and for the optional high-resolution pack.

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Fix stutter and unexpectedly low performance

  1. Verify the active GPU. On a laptop, make sure the game is using the discrete GPU rather than integrated graphics.
  2. Set Windows graphics preference. Open Settings > System > Display > Graphics, add or select Marvel Rivals, choose Options, select High performance, and save.
  3. Clean-install the graphics driver. The official FAQ recommends a clean graphics-driver installation when stutter persists. Reboot after installation before retesting.
  4. Lower texture quality if the hitch occurs while moving. This points more often to VRAM pressure or asset streaming than to a need for lower lighting.
  5. Lower SSGI, then reflections. These are the first lighting controls to test when frame time spikes during combat.
  6. Use a repeatable test. Compare the same practice-range route or a similar match situation after each change. Do not change five settings at once, or you will not know which adjustment helped.

Watch frame-time consistency as well as average FPS. A high average with severe spikes feels worse than a slightly lower cap that remains steady. If lowering every GPU option does not help, the limit may be CPU-side; reducing resolution then has little effect, so close background applications and use a sensible FPS cap.

Console settings for 120 FPS

PlayStation 5, PlayStation 5 Pro and Xbox Series X support a stable 120 FPS mode when the display supports HDMI 2.1 and a 120 Hz refresh rate. Enable 120 Hz output in the console’s system settings, restart Marvel Rivals, and select HFR Mode in the game’s Graphics Settings. Without a compatible 120 Hz HDMI 2.1 display, the mode cannot deliver its intended output; use the standard mode and prioritize a stable frame rate instead.

A practical tuning order for different systems

Near-minimum PC

Use Fullscreen at native resolution, select the matching upscaler in Performance mode if Quality is not stable, set SSGI Off or Low, disable reflections, keep shadows Low, and use Low textures if VRAM-related stutter appears. Disable motion blur, depth of field, frame generation and V-Sync for competitive play, then apply a conservative FPS cap.

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Mainstream gaming PC

Start with Quality upscaling, SSGI Low, Screen Space reflections, Low shadows, Medium model detail, Low effects and foliage, and Medium textures. Raise textures to High only when the GPU has at least 8 GB of VRAM and traversal remains smooth. Increase one visual setting at a time while preserving the frame-time target.

High-end PC with spare GPU headroom

Test TAAU 100% or Quality upscaling, keep SSGI Low if competitive consistency matters, and raise model detail or textures before restoring expensive illumination and reflections. If you choose higher lighting for casual play, maintain a frame cap and verify that busy fights do not produce disruptive spikes.

Common mistakes to avoid

  • Using Performance upscaling first: Quality usually gives a cleaner image; reduce lighting before accepting noticeably softer reconstruction.
  • Turning shadows Off: You lose a useful enemy-position cue for a relatively small visual gain.
  • Chasing the highest FPS counter: Frame generation or an uncapped renderer can feel less responsive than a lower, stable cap.
  • Lowering output resolution before testing upscaling: Keep the monitor’s native output and let the reconstruction mode reduce internal cost.
  • Installing the HD pack to fix stutter: It improves asset fidelity and consumes more space; it is not a substitute for lowering VRAM-heavy textures.
  • Changing every option simultaneously: Make one change, repeat the same test, and keep only adjustments that improve the result you actually value.

Bottom line

The best no-mod setup is not the highest preset. Use GPU-matched Quality upscaling, SSGI Low, Screen Space or Off reflections, Low shadows, reduced effects and foliage, Medium textures, and no motion blur or depth of field. For ranked play, add Reflex or Anti-Lag, disable V-Sync and frame generation, and cap FPS just below refresh. Then tune textures and upscaling to your VRAM and GPU rather than copying a claimed universal FPS number.

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