Marvel Rivals

Marvel Rivals

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Framerate Drops No Matter What I Do
This game ran so incredibly smooth for me when it first came out. The framerate was consistent and the game was fun. Then, the winter event started and that update downloaded. Now, any time a match gets heated, my frames drop so low the game becomes literally unplayable. I've tried everything: updated drivers, uninstalled/reinstalled, set the graphics settings as low as possible and set everything to prioritize performance, even cleared caches on my computer. Nothing can preserve the framerate. Am I the only one having this issue? If anyone has any solutions, I'd love to hear. Thanks
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Showing 1-15 of 78 comments
So apparently its caused by a recent windows update or something. I get like 10 second full drops it makes playing completely unattainable outside of QP or something. I will not play comp modes because its so radically unstable busted.
Same problem. I tried so many things like updated my driver, set my settings to lowest possible, including the resolution, limited and improved cpu and gpu usage, moved to ssd, ect. Nothing really worked. My fps goes from 160/140 to 20/1. It's a shame, because the game was so funny to play.
Last edited by 𝗦𝘆𝗰𝗼𝗻; Jan 5 @ 4:52pm
Facing the same issue...

It was already bad but rn it's worse.
and less fps means less damage
There is a engine.ini config file missing on Windows.
Try to go to: %localappdata%\Marvel\Saved\Config\Windows

There, clone the GameUserSettings.ini file 2 times, 1 for a backup and another to make it engine.ini.

Rename one of the copies to engine.ini.

Delete everything inside and paste everything bellow this line (*Note: The last block about mouse acceleration is optional, but will make your aim smoother if you hate mouse auto acceleration like most shooter players):
[Core.System]
r.XGEShaderCompile=1 ; Enable XGE distributed shader compilation if Incredibuild/XGE is installed
r.XGEShaderCompile.Mode=3 ; Use XGE to compile shaders efficiently

[SystemSettings]
r.ViewDistanceScale=1 ; Standard view distance
r.Streaming.PoolSize=4096 ; Increase VRAM texture pool size for high-end NVIDIA GPUs
r.UseShaderCaching=1 ; Use shader caching to reduce stutter
r.ShaderPipelineCache.Enabled=1 ; Enable pipeline caching
r.ShaderPipelineCache.Precompile=1 ; Precompile shaders to prevent runtime stutter
r.UseAsyncCompute=1 ; Enable async compute for compatible NVIDIA GPUs
r.TextureStreaming=1 ; Keep texture streaming active
r.TextureStreaming.MaxHiddenMipBias=1 ; Improves texture load responsiveness
r.VirtualTexturing=1 ; Enable virtual texturing on UE5 (if project supports it)
r.VirtualTexturing.CacheSizeInKb=1048576 ; Increase cache for high VRAM cards
r.VirtualTexturing.CacheScale=2 ; Scale VT cache for performance
r.DynamicGlobalIlluminationMethod=0 ; Disable dynamic GI if Lumen is not needed
r.Lumen.Reflections.Allow=0 ; Disable Lumen reflections
r.Lumen.DiffuseIndirect.Allow=0 ; Disable Lumen indirect lighting
r.IO.UseDirectStorage=1 ; Enable DirectStorage (Requires compatible hardware & Win11)
r.MotionBlurQuality=0 ; Disable motion blur
r.AmbientOcclusionLevels=0 ; Disable AO
r.DepthOfFieldQuality=0 ; Disable DoF
r.BloomQuality=0 ; Disable bloom
r.LightShaftQuality=0 ; Disable light shafts
r.Foliage.DensityScale=0.1 ; Reduce foliage density for perf
r.Grass.DensityScale=0.1 ; Reduce grass density
r.Landscape.RenderNanite=0 ; Disable Nanite for landscapes if not needed
r.ScreenPercentage=100 ; Base render resolution at 100%
r.FinishCurrentFrame=0 ; Lower latency by not forcing frame finish
r.VSync=0 ; Disable VSync (use G-Sync/FreeSync)
r.Shaders.FastMath=1 ; Enable fast math optimizations

[ConsoleVariables]
AllowAsyncRenderThreadUpdates=1 ; Allow async render updates
AllowAsyncComputeTasks=1 ; Enable async compute tasks
AllowAsyncLoading=1 ; Enable async asset loading

[RenderCore]
bAllowAsyncShaderCompile=True ; Async shader compile
bEnableImmediateShaderCompile=False ; Prevent immediate on-the-fly shader compiles

[TextureStreaming]
PoolSize=4096 ; Texture pool size
StreamingUseAllMips=1 ; Stream higher quality mips if available
StreamingDefragThreshold=2 ; Optimize texture memory usage

[/script/engine.renderersettings]
r.UseAsyncShaderPrecompilation=1 ; Async shader precomp
r.ParallelRendering=1 ; Use parallel rendering on multi-core CPUs
r.ParallelShadows=1 ; Parallelize shadow rendering
r.ParallelTranslucency=1 ; Parallel translucency pass
r.DefaultFeature.MotionBlur=False ; Disable motion blur globally
r.DefaultFeature.LensFlare=False ; Disable lens flares
r.DefaultFeature.Bloom=False ; Disable bloom globally

[/script/windowstargetplatform.windowstargetsettings]
EnableMathOptimisations=True ; Optimize CPU-side math

[/script/engine.inputsettings]
bEnableMouseSmoothing=False
bViewAccelerationEnabled=False
bDisableMouseAcceleration=True
RawMouseInputEnabled=1
Sam Jan 5 @ 8:59pm 
this youtube video worked for me: https://youtu.be/nGyESCyyazQ
One of the most interesting facts I learnt from watching some videos is that fps is somehow tied to Ping. If you are lagging, fps also dips significantly.
Originally posted by Lion Bird Plate Plate Feather Fe:
One of the most interesting facts I learnt from watching some videos is that fps is somehow tied to Ping. If you are lagging, fps also dips significantly.
Honestly, never saw FPS drop because of latency (ping). Does this happen in this game? I didn't noticed.

Of course if you are lagging much, it will ruim your experience because of stuttering, input lag, etc. But that isn't FPS related when the fault comes from the latency.
Last edited by LordTarantus; Jan 6 @ 3:20am
Originally posted by LordTarantus:
Originally posted by Lion Bird Plate Plate Feather Fe:
One of the most interesting facts I learnt from watching some videos is that fps is somehow tied to Ping. If you are lagging, fps also dips significantly.
Honestly, never saw FPS drop because of latency (ping). Does this happen in this game? I didn't noticed.

Of course if you are lagging much, it will ruim your experience because of stuttering, input lag, etc. But that isn't FPS related when the fault comes from the latency.
I've only noticed the aforementioned drops when ping goes into the red i.e. 200/300+ ping. Really strange phenomena that some tech wizard out there might know more about. So far, found no fixes anywhere but it might get fixed with the upcoming Season 1 patch.
Originally posted by Lion Bird Plate Plate Feather Fe:
Originally posted by LordTarantus:
Honestly, never saw FPS drop because of latency (ping). Does this happen in this game? I didn't noticed.

Of course if you are lagging much, it will ruim your experience because of stuttering, input lag, etc. But that isn't FPS related when the fault comes from the latency.
I've only noticed the aforementioned drops when ping goes into the red i.e. 200/300+ ping. Really strange phenomena that some tech wizard out there might know more about. So far, found no fixes anywhere but it might get fixed with the upcoming Season 1 patch.

How much latency is good:
https://www.gameslearningsociety.org/how-much-latency-is-good-for-gaming/

Possible solutions for latency issues:
https://www.geeksforgeeks.org/how-to-reduce-latency/


The main causes that affected my latency in decades of online gameplay where:
- Playing in a game server that was too far from my ISP, like being in Brazil and trying to playing something in an European or Asian server.
- Bad internet connection, that could be caused by issues on the ISP or our "internet/network" equipment. As such:
* Defective modem or its bad configuration
* Defective network card or its bad configuration
* Damaged cables used by your network or internet provided
* Some software changing network settings on your PC in a way that generates delays for the responses sent to the network or even a bad network config on your PC that was set up by any other reason.

So, when the problem falls on FPS and not ping (latency), it could be due to a game horribly optimized for some type of hardware, or our PC hardware doesn't meet the requirements to run the game. Another possible reason is a PC running too many unnecessary tasks while also running the game, something that was shown on the video linked by Sam.
Originally posted by LordTarantus:
There is a engine.ini config file missing on Windows.
Try to go to: %localappdata%\Marvel\Saved\Config\Windows

There, clone the GameUserSettings.ini file 2 times, 1 for a backup and another to make it engine.ini.

Rename one of the copies to engine.ini.

Delete everything inside and paste everything bellow this line (*Note: The last block about mouse acceleration is optional, but will make your aim smoother if you hate mouse auto acceleration like most shooter players):
[Core.System]
r.XGEShaderCompile=1 ; Enable XGE distributed shader compilation if Incredibuild/XGE is installed
r.XGEShaderCompile.Mode=3 ; Use XGE to compile shaders efficiently

[SystemSettings]
r.ViewDistanceScale=1 ; Standard view distance
r.Streaming.PoolSize=4096 ; Increase VRAM texture pool size for high-end NVIDIA GPUs
r.UseShaderCaching=1 ; Use shader caching to reduce stutter
r.ShaderPipelineCache.Enabled=1 ; Enable pipeline caching
r.ShaderPipelineCache.Precompile=1 ; Precompile shaders to prevent runtime stutter
r.UseAsyncCompute=1 ; Enable async compute for compatible NVIDIA GPUs
r.TextureStreaming=1 ; Keep texture streaming active
r.TextureStreaming.MaxHiddenMipBias=1 ; Improves texture load responsiveness
r.VirtualTexturing=1 ; Enable virtual texturing on UE5 (if project supports it)
r.VirtualTexturing.CacheSizeInKb=1048576 ; Increase cache for high VRAM cards
r.VirtualTexturing.CacheScale=2 ; Scale VT cache for performance
r.DynamicGlobalIlluminationMethod=0 ; Disable dynamic GI if Lumen is not needed
r.Lumen.Reflections.Allow=0 ; Disable Lumen reflections
r.Lumen.DiffuseIndirect.Allow=0 ; Disable Lumen indirect lighting
r.IO.UseDirectStorage=1 ; Enable DirectStorage (Requires compatible hardware & Win11)
r.MotionBlurQuality=0 ; Disable motion blur
r.AmbientOcclusionLevels=0 ; Disable AO
r.DepthOfFieldQuality=0 ; Disable DoF
r.BloomQuality=0 ; Disable bloom
r.LightShaftQuality=0 ; Disable light shafts
r.Foliage.DensityScale=0.1 ; Reduce foliage density for perf
r.Grass.DensityScale=0.1 ; Reduce grass density
r.Landscape.RenderNanite=0 ; Disable Nanite for landscapes if not needed
r.ScreenPercentage=100 ; Base render resolution at 100%
r.FinishCurrentFrame=0 ; Lower latency by not forcing frame finish
r.VSync=0 ; Disable VSync (use G-Sync/FreeSync)
r.Shaders.FastMath=1 ; Enable fast math optimizations

[ConsoleVariables]
AllowAsyncRenderThreadUpdates=1 ; Allow async render updates
AllowAsyncComputeTasks=1 ; Enable async compute tasks
AllowAsyncLoading=1 ; Enable async asset loading

[RenderCore]
bAllowAsyncShaderCompile=True ; Async shader compile
bEnableImmediateShaderCompile=False ; Prevent immediate on-the-fly shader compiles

[TextureStreaming]
PoolSize=4096 ; Texture pool size
StreamingUseAllMips=1 ; Stream higher quality mips if available
StreamingDefragThreshold=2 ; Optimize texture memory usage[/script/engine.renderersettings]
r.UseAsyncShaderPrecompilation=1 ; Async shader precomp
r.ParallelRendering=1 ; Use parallel rendering on multi-core CPUs
r.ParallelShadows=1 ; Parallelize shadow rendering
r.ParallelTranslucency=1 ; Parallel translucency pass
r.DefaultFeature.MotionBlur=False ; Disable motion blur globally
r.DefaultFeature.LensFlare=False ; Disable lens flares
r.DefaultFeature.Bloom=False ; Disable bloom globally[/script/windowstargetplatform.windowstargetsettings]
EnableMathOptimisations=True ; Optimize CPU-side math[/script/engine.inputsettings]
bEnableMouseSmoothing=False
bViewAccelerationEnabled=False
bDisableMouseAcceleration=True
RawMouseInputEnabled=1

Should I just leave that file in the same place?
Originally posted by ReachingBeyond:
This game ran so incredibly smooth for me when it first came out. The framerate was consistent and the game was fun. Then, the winter event started and that update downloaded. Now, any time a match gets heated, my frames drop so low the game becomes literally unplayable. I've tried everything: updated drivers, uninstalled/reinstalled, set the graphics settings as low as possible and set everything to prioritize performance, even cleared caches on my computer. Nothing can preserve the framerate. Am I the only one having this issue? If anyone has any solutions, I'd love to hear. Thanks
have you tried frame generation/ hardware acceleration? worked for me
Frame gen WILL improve your fps, but there is a HUGE cost to input lag, but if its its your only option then go for it.

The ini file tweaks no longer work so dont waste your time.

TAAU has higher FPS than NVIDIA DLSS in my testing, but it could be different for different setups (I have a 4090)
roboMWM Jan 9 @ 12:07am 
lag spikes occur likely due to the system being forced to page memory since this game eats up all of my RAM.
roboMWM Jan 9 @ 12:09am 
Originally posted by Super Jaden (Lords: 4):
Frame gen WILL improve your fps, but there is a HUGE cost to input lag, but if its its your only option then go for it.

The ini file tweaks no longer work so dont waste your time.

TAAU has higher FPS than NVIDIA DLSS in my testing, but it could be different for different setups (I have a 4090)
I've seen some people mention this but no stats on it. All I have heard is that nvidia reflex is forced on when frame generation is enabled.

I heard it was just the Engine.ini file that no longer functions, not other files like scalability.ini?
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Date Posted: Jan 5 @ 4:17pm
Posts: 78