Last updated: 3 July 2026
Marvel Rivals Best PC Settings Max FPS & Competitive Setup
Marvel Rivals runs on Unreal Engine 5, which is capable of producing excellent visuals — but most of those visuals have a significant FPS cost and provide zero competitive advantage. This guide covers the settings that matter for performance, the FOV and sensitivity values recommended by competitive players, and the quality options you can safely lower without affecting readability of the game.
01Why Settings Matter in a Hero Shooter
Marvel Rivals is a fast-paced 6v6 hero shooter with frequent ability usage, rapid hero movement, and dense teamfight environments. At low frame rates or high input latency, tracking moving heroes — particularly fast flyers and wall-crawlers — becomes measurably harder. Settings optimised for performance reduce input delay, smooth out ability timing, and make target acquisition more consistent.
The key principle: turn down anything that adds processing cost without making enemies easier to see or track. Foliage density, dynamic shadows, and post-processing effects all cost FPS without providing competitive information. Keep settings that help you read the battlefield — character model quality, UI clarity — and cut everything else.
02Graphics Settings for Maximum FPS
Apply these settings in the Graphics section of the Options menu. Changes take effect immediately and can be adjusted between matches:
- Overall Quality: Set to Custom (do not use a preset — presets apply generic quality settings that won't match the optimised configuration below).
- Window Mode: Fullscreen or Borderless Window. Fullscreen gives slightly lower input latency; Borderless Window is easier for multi-monitor setups and alt-tabbing. Avoid Windowed mode in competitive.
- Resolution: Use your monitor's native resolution. Running at a lower resolution scales up incorrectly on modern displays and doesn't save as much FPS as reducing quality settings.
- V-Sync: Off. V-Sync introduces input delay of up to a full frame — turn it off entirely. If screen tearing bothers you, use G-Sync or FreeSync at the monitor level instead.
- Frame Rate Limit: Set to your monitor's maximum refresh rate, or uncapped if your GPU can exceed it stably. Targeting 10–20% above your refresh rate gives the frame buffer more room to stay above the cap.
- Anti-Aliasing: TAA at Low quality, or TSR at Low. Avoid MSAA — it is extremely expensive in UE5 and provides minimal visual benefit in motion.
- Upscaling Method: DLSS Quality (NVIDIA RTX cards) or FSR2 Quality (AMD / other cards). Quality mode keeps visuals clear while recovering 15–30% FPS. Avoid Performance and Ultra Performance modes — they introduce visible aliasing on hero models.
- Global Illumination: SSGI at Low. Critically: do NOT use Lumen. Lumen is UE5's high-end ray-traced global illumination — it costs 15–25% extra FPS and provides no competitive readability benefit. SSGI Low looks nearly identical in motion.
- Shadow Quality: Low or Medium. Shadows help read enemy positions behind thin cover, so do not turn them completely off — Low is the right balance.
- Texture Quality: Medium. Hero model textures are important for reading which hero you're fighting at range. Low makes characters harder to identify quickly.
- Effects Quality: Low. Particle effects look impressive but add significant GPU load and can obscure enemies during busy teamfights. Low still shows all ability effects, just at reduced particle counts.
- Foliage Quality: Low or Off. Foliage has no competitive value — grass density and leaf detail do not affect visibility of heroes or abilities.
- Post-Processing: Low. This controls bloom, lens flares, depth of field, and similar cinematic effects. Low keeps screen clarity high and removes visual noise during bright ability flashes.
03Field of View (FOV)
FOV controls how much of the battlefield is visible on screen at once. A higher FOV shows more of the environment but makes targets appear smaller. A lower FOV narrows your view but makes enemies appear larger and easier to track.
Recommended FOV: 103–110 for standard play. Most competitive Marvel Rivals players use 103–110 as their sweet spot. FOV 110 is widely considered the competitive standard for the main game modes (Convoy, Domination, Convergence) because the wider view significantly helps with peripheral threat awareness in dense 6v6 fights.
If you primarily play smaller-scale modes or duel-oriented situations where target tracking is the priority, dropping to around FOV 97–100 can make individual target tracking easier.
Avoid values below 90 — they significantly limit peripheral vision, and in 6v6 environments you will consistently get flanked by heroes entering from the edges of your screen.
Avoid values above 115 — extreme FOV values distort close-range geometry and make near-range melee abilities (Wolverine, Venom, Daredevil) harder to land accurately.
04Mouse Sensitivity and DPI
Mouse sensitivity in Marvel Rivals is expressed as an in-game sensitivity value combined with your mouse's hardware DPI setting. The competitive standard for both combined is measured in eDPI (effective DPI = in-game sensitivity × hardware DPI):
- DPI: 400–800 is the competitive standard. Higher DPI is not more accurate — it just moves more pixels per millimetre of mouse movement, which makes micro-adjustments harder at the same in-game sensitivity. Most Marvel Rivals pros run 400–800 DPI.
- In-Game Sensitivity: 2.5–2.8 for both horizontal and vertical is the starting point recommended by most competitive guides. This corresponds to a control surface sweep of roughly 30–40 cm for a 360° turn at 400–800 DPI — fine for tracking the fast hero movements in Marvel Rivals.
- Vanguard players (tanks) tend toward the lower end of eDPI (260–320) since they're making large body-block movements rather than precise aim adjustments.
- Duelist players (DPS) tend toward slightly higher eDPI (300–380) for faster target acquisition on mobile heroes.
- Strategist players (supports) generally match the lower Vanguard range since tracking isn't their primary job.
Turn off Mouse Acceleration in both Windows mouse settings and the in-game options. Mouse acceleration changes how sensitivity scales with movement speed, making your aim inconsistent — a fast swipe covers more distance than a slow swipe at the same physical distance, which breaks muscle memory.
Polling Rate: Set your mouse polling rate to 1000 Hz if it supports it. Higher polling rates (4000 Hz, 8000 Hz) are generally overkill for Marvel Rivals and not necessary.
05Network and Gameplay Settings
- Region: Always select your closest server region manually rather than relying on Auto. Auto can occasionally route you to a geographically farther server during off-peak hours.
- Colorblind Mode: If you have any colour vision deficiency, enable the appropriate mode (Protanopia, Deuteranopia, or Tritanopia). Even without a deficiency, some colorblind filters improve the contrast between ability effects and the environment in certain maps.
- Minimap Scale: Increase slightly from the default. The default minimap is small enough that flanking threats from off-screen positions can be missed. A slightly larger minimap gives more warning time for rotations.
- Crosshair: Use a simple dot or small cross. Large crosshairs cover targets and reduce hit confirmation accuracy. Dynamic crosshairs (that spread based on movement) provide inaccuracy feedback but can obscure targets at close range.
- Ability Hint Overlays: Turn off after you've learned your hero's ability ranges. They add on-screen noise during fights.
06Settings Summary
Quick reference for the most impactful changes:
- Global Illumination → SSGI Low (never Lumen in competitive)
- Anti-Aliasing → TAA Low or TSR Low
- Upscaling → DLSS Quality (NVIDIA) / FSR2 Quality (AMD)
- Effects Quality → Low
- Post-Processing → Low
- V-Sync → Off
- FOV → 103–110
- In-Game Sensitivity → 2.5–2.8 (both axes)
- Mouse Acceleration → Off
- Mouse Polling Rate → 1000 Hz
FAQ
What are the best graphics settings for Marvel Rivals on PC?
Turn off V-Sync, set Global Illumination to SSGI Low (never Lumen), enable DLSS Quality (NVIDIA) or FSR2 Quality (AMD), set Effects and Post-Processing to Low, and keep Texture Quality at Medium for readable hero models. These changes provide the largest FPS gains without sacrificing competitive visibility.
What FOV should I use in Marvel Rivals?
103–110 FOV is the competitive standard for standard 6v6 modes. FOV 110 is the most common among competitive players because the wider view helps with peripheral threat awareness. If you primarily focus on individual duels, 97–100 can make tracking easier. Avoid going below 90 (poor situational awareness) or above 115 (geometry distortion at close range).
What mouse sensitivity is recommended for Marvel Rivals?
Start with 400–800 DPI and an in-game sensitivity of 2.5–2.8 (horizontal and vertical). This corresponds to a mid-range eDPI that works for both tracking fast heroes and making precision adjustments. Always turn off Mouse Acceleration — in-game and in Windows settings — to keep aim consistent.
Should I turn off V-Sync in Marvel Rivals?
Yes. V-Sync introduces up to one full frame of input latency (16 ms at 60 FPS, 8 ms at 120 FPS), which is noticeable in a fast hero shooter. Turn V-Sync off entirely. If you're bothered by screen tearing, use hardware-level solutions like G-Sync (NVIDIA) or FreeSync (AMD) at the monitor settings level instead.
Does DLSS or FSR help in Marvel Rivals?
Yes, significantly. DLSS Quality mode (for NVIDIA RTX GPUs) and FSR2 Quality mode (for AMD and other GPUs) both provide 15–30% FPS recovery at Quality settings with minimal visible difference in motion. Avoid Performance and Ultra Performance modes — they visibly degrade character models and make identifying heroes at range harder.
Why should I avoid Lumen in Marvel Rivals?
Lumen is UE5's ray-traced global illumination system and is one of the most expensive graphics features in the engine. In Marvel Rivals it costs 15–25% FPS compared to SSGI Low, with no meaningful competitive benefit — the lighting difference is barely noticeable in a fast-paced match. SSGI Low is the correct competitive setting.
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