Marvel Rivals FPS Drops: The Settings That Matter
2 min read
One setting costs more frames than everything else combined, and one kind of stutter is not a settings problem at all.
Marvel Rivals FPS drops usually trace back to one of two causes, and telling them apart saves you a lot of pointless setting changes.
Cause one: Lumen
Marvel Rivals runs on Unreal Engine 5, and Lumen — the engine's real-time global illumination — is by far the most expensive thing in the graphics menu. On a mid-range card it can cost 30 to 60 FPS on its own.
Turning it off is the single biggest lever available:
- Set Global Illumination to SSGI Low Quality
- Set Reflection Quality to Screen Space Reflections
That one change usually does more than dropping every other setting to Low.
Cause two: shader compilation
If the stutter happens at the start of a match or when a new hero's ultimate goes off, that is not your settings. It is UE5 compiling a shader the first time it renders a new effect, and it will keep happening until the cache is built.
What helps:
- Let shader precompilation finish on launch instead of skipping into a match
- Keep GPU drivers current
- Make sure the shader cache is enabled and generously sized in your driver control panel
The order to change things
- Upscaling — DLSS, FSR or XeSS. Biggest gain for the smallest visual cost.
- Lumen off, as above.
- Shadow quality down.
- Ray tracing off, if it is on at all.
- Then start from Low or Medium overall and raise textures and effects back up selectively until it looks acceptable and still runs.
The unglamorous causes
Before blaming the game: background applications competing for the GPU, an outdated driver, and thermal or power limits throttling a laptop will each produce frame drops that no in-game setting can fix. If your frame rate is fine for ten minutes and then collapses, that is a heat problem, not a Lumen problem.