Performance
How to Increase FPS in Marvel Rivals (2026 Guide)
To increase FPS in Marvel Rivals, work in three layers: enable Hardware-Accelerated GPU Scheduling in Windows, disable the High-Resolution Texture Pack to stop VRAM stutter, then lower the in-game settings that cost the most frames and turn on upscaling. When the menu runs out of room, a graphic pack rebuilds the map and environment textures simpler and lighter, so the GPU draws less on every frame.
Marvel Rivals runs on Unreal Engine 5, and when 12 heroes throw city-destroying ultimates across a destructible map, a stock setup can drag your hardware through the mud, costing you shots and engagements. To hold a locked 144Hz, 240Hz, or higher baseline you need this layered approach, from Windows tweaks to in-game settings to the textures the engine draws. Here is the full checklist.
Base Level: OS & Hardware Preparation
Before shifting values inside the game client, you need to ensure Windows is configured to pass hardware resources to the executable without processing bottlenecks.
Go to Windows Settings > System > Display > Graphics. Toggle Hardware-Accelerated GPU Scheduling to ON . This permits your graphics card to bypass the OS and manage its own video memory schedule, instantly cutting CPU-side render latency.
Locate the main game executable
file
MarvelRivals.exe
, right-click > Properties.
Navigate to the
Compatibility
tab and check
Disable fullscreen
optimizations
. This forces Windows to grant
the game engine exclusive
control over screen real estate.
C:\Program Files
(x86)\Steam\steamapps\common\MarvelRivals\MarvelGame\Marvel.exe
C:\Program Files\Epic
Games\MarvelRivals\MarvelGame
Those two are the ones worth doing by hand. There are another dozen OS-level settings behind them, from network throttling to adapter power and mouse precision, and our Windows optimizations guide walks through all 14. The RivalsFPS.gg app applies the same list from one screen, GPU scheduling included, and Revert All puts every one of them back.
VRAM Fix: Disable the High-Resolution Texture Pack
If you are experiencing random, aggressive stuttering when turning corners or when assets first load in, you are likely hitting a VRAM capacity ceiling. By default, game launchers often force install ultra-high-definition texture maps that overload standard graphics cards. Disabling the DLC high-res assets reduces game footprint size, improves texture streaming pool performance, and clears most of the 1% low stutter hitches.
- Open your Steam Library, right-click Marvel Rivals and select Properties
- Navigate to the DLC tab in the sidebar menu.
- Locate the High-Resolution Texture Pack and uncheck the install checkbox.
- Steam will automatically strip the asset bloat out, reclaiming disk space and stabilizing asset delivery lag.
Prefer not to dig through your launcher? The RivalsFPS.gg app has an HD Texture Pack toggle right in its Settings for Steam copies, so you can turn the High-Resolution Pack off without digging through the launcher.
Mid Level: Optimized In-Game Settings
Not all graphic presets are built equal. Some options tank your framerate by 20% for almost zero visual benefit, while others provide critical visual clarity for identifying enemies across the map. Use this tested baseline matrix:
| Graphic Setting | Recommended Value | Performance Reason |
|---|---|---|
| Display Mode | Fullscreen | Ensures direct display processing pipeline |
| Visual Effects | Low / Medium | Cuts frame cost most when several ultimates overlap |
| Shadow Quality | Low | Lowers the memory bandwidth spent on shadow maps |
| Anti-Aliasing | Low / Off | Saves frames and cleans up visual blurriness |
| DLSS / FSR / XeSS | Quality | Essential upscaling rendering boost |
| Reflex / Anti-Lag | On + Boost | Forces maximum GPU clocks to minimize click input latency |
When the settings menu runs out of room
The three layers above are where nearly everyone should stop. If you have worked through all of them and a busy teamfight still drags, the render load itself is too high for your hardware, and the menu has no lower gear to give you. The next lever is the textures the engine draws.
A graphic pack swaps the map and environment textures for simpler, faster ones, so there is less for the GPU to shade on every frame. The RivalsFPS.gg app builds them on your own PC from your own game files, so nothing is downloaded and nothing is patched in from elsewhere. One pack is active at a time and switching is a click.
Above the pack library sit six selects: Foliage Style, Foliage Res, Visual Effects, Characters, Decals and Shadows. Each takes Default, Competitive, Balanced or Pretty. Competitive is the one that trims frame cost, and because the selects are per layer you can strip the foliage and decals that clutter a fight while leaving characters readable.
Changes stage as a draft and go on with a single Apply, and for the textures a layer covers, the layer wins over the pack.
Be clear about the trade: this is not a free win. The game looks different afterwards, which is exactly why Pretty and Balanced sit next to Competitive in the same menu. Our graphic pack settings guide goes through what each layer costs and what it looks like. Loading any of this needs the signature bypass, which installs from the same app in one click with no separate download.
On an NVIDIA card, one more lever
One more trade sits outside the game entirely, and it needs an NVIDIA graphics card. The Quality tab in the RivalsFPS.gg app writes the NVIDIA driver's own per-game profile for Marvel Rivals and tells it to spend less on texture quality. No game files are touched and nothing else on the PC changes.
On AMD and Intel the tab still opens and says why it cannot work there: AMD's driver has no equivalent for DirectX 12 games. On those cards the answer stays the in-game low settings from the matrix above plus FSR.
Biggest gain first: Ultra Potato, Potato, Standard. They are settings in the driver profile, not configs and not paks of any kind, so nothing is added to your game folder.
It is launch-scoped. You arm a tier in the tab, the app writes it when you press its Launch button, and it is put back when the game closes. Start the game any other way and it runs stock.
Size the gain honestly before you go looking for it. In our own benchmarks the gain was moderate, around 3 percent more FPS on a high-end card with Ultra Potato. Cards with less VRAM and lower-end GPUs typically gain more, and most of it shows up in the 1% lows, meaning less stutter, rather than in headline FPS.
The tiers carry known cosmetic artifacts. Ultra Potato can turn some floors invisible on a few maps, Potato leaves a few of them slightly raised, and Standard keeps every map intact.
Verifying Setup Stability
When you boot up the game next time, head straight into the Practice Range. Walk near complex ability items or map environments. Long-distance ambient shadows will be flatter and mouse tracking will respond sooner. Do not judge either by feel: measure the same run against the numbers you recorded before the changes.
Keep an eye on your 1% low FPS numbers using an overlay tool like MSI Afterburner, and judge the run by the gap between that number and your average rather than by the average on its own. Working down this checklist should close the gap, and a closed gap is what stops a teamfight turning into a slideshow at the worst possible moment. How far it closes depends on your hardware and on which layer was holding you back, so measure before and after instead of trusting a headline number.
Frequently asked questions
How do I increase FPS in Marvel Rivals?
Work in three layers: enable Hardware-Accelerated GPU Scheduling in Windows, disable the High-Resolution Texture Pack to stop VRAM stutter, then lower the in-game settings that cost the most frames (Shadows, Visual Effects, Anti-Aliasing) and turn on upscaling. If the menu runs out of room, a graphic pack rebuilds the map and environment textures simpler and lighter, which cuts the work your GPU does on every frame. On an NVIDIA graphics card there is one smaller gain on top of those: the Quality tab in the RivalsFPS.gg app writes the NVIDIA driver's own per-game profile for Marvel Rivals to trade texture quality for FPS, worth around 3 percent more FPS on a high-end card in our own benchmarks, most of it in the 1% lows rather than in headline FPS.
What are the best FPS settings for Marvel Rivals?
Set Display Mode to Fullscreen, Shadow Quality Low, Visual Effects Low or Medium, Anti-Aliasing Low or Off, and DLSS, FSR, or XeSS to Quality. Turn Reflex on with Boost and turn Motion Blur off. These give the biggest frame gains for the least visual loss.
Does disabling the High-Resolution Texture Pack improve FPS?
Mostly it fixes VRAM stutter rather than raising your average FPS. The pack adds around 40 GB of textures that overflow mid-range cards, so removing it stabilizes texture streaming and clears the corner-turn hitches. You can uncheck it in your launcher's DLC menu, or on Steam copies flip the HD Texture Pack toggle in the RivalsFPS.gg app's Settings.
Do graphic packs increase FPS in Marvel Rivals?
They lighten the render load rather than tune a setting. A graphic pack replaces the map and environment textures with simpler, faster ones, so the GPU has less to draw every frame, and the six layer selects above the library let you push foliage, visual effects, decals and shadows down further with a Competitive preset. It is a real trade, not a free win: the game looks different afterwards, which is the point of the Pretty and Balanced presets sitting next to Competitive.
What does the Quality tab in the RivalsFPS.gg app do?
It trades texture quality for FPS by writing the NVIDIA driver's own per-game profile for Marvel Rivals, so it needs an NVIDIA graphics card. No game files are touched and nothing else on the PC changes. There are three tiers, biggest gain first: Ultra Potato, Potato and Standard. They are driver profile settings, not configs and not paks of any kind. It is launch-scoped: you arm a tier in the tab, the app writes it when you press its Launch button, and it is put back when the game closes, so starting the game any other way runs stock. In our own benchmarks the gain was moderate, around 3 percent more FPS on a high-end card with Ultra Potato. Cards with less VRAM and lower-end GPUs typically gain more, and most of it shows up in the 1% lows, meaning less stutter, rather than in headline FPS. On AMD and Intel the tab still opens and says why it cannot work there, because AMD's driver has no equivalent for DirectX 12 games, so in-game low settings plus FSR stay the answer on those cards. Ultra Potato can turn some floors invisible on a few maps, Potato leaves a few slightly raised, and Standard keeps every map intact.
How much FPS will I actually gain?
It depends entirely on your hardware and on which layer was your bottleneck. Upscaling and removing the High-Resolution Texture Pack do most of the work on mid-range and low-VRAM systems, while Windows-side fixes matter most on machines fighting background load. Judge the result by the gap between your average FPS and your 1% low, measured with an overlay like MSI Afterburner, because that gap is what a teamfight actually feels like.
Keep Optimizing
Chasing a specific problem? These guides go deeper on the parts that matter most: