Marvel Rivals’ Season 10 patch on September 24, 2026 added the God Quarry map — Omnipotence City rebuilt as the God Butcher’s twisted domain — built around the same Chaos-powered environmental destruction Unreal Engine 5 has used since launch. Cross-referencing NVIDIA’s own DLSS 4 benchmark data against multiple independent FPS tests turns up one setting change that consistently makes the biggest difference, one popular claim about a “Destruction Quality” slider that doesn’t actually exist in the options menu, and a genuine split between guides on where to put Shadow Detail depending on whether competitive edge or visual fidelity matters more to you. This guide works through the Display tab, the Graphics tab, and which combination fits your hardware, verified against Version 20260924.
Pair this with our PC game settings optimization guide for the driver- and OS-level tweaks that apply to every game you play, not just Marvel Rivals.
Quick Start: The 6 Settings Worth Touching First
Change these first, then read the reasoning behind each below.
- Effects Detail (Graphics tab) — drop from Ultra to Medium first. Per targetfps.com’s FPS-cost testing, this recovers more frame time in a crowded team fight than any other single setting.
- Shadow Detail (Graphics tab) — Low for competitive visibility, Medium for a balance of shadow fidelity and FPS. See the section below on why guides disagree here.
- Super Resolution Type + Mode (Display tab) — DLSS, FSR, or XeSS depending on your GPU vendor, mode set to Quality.
- Frame Generation Mode (Display tab) — on for RTX 40/50-series cards already running above roughly 60 FPS without it; off below that, since frame generation multiplies whatever framerate you already have, stutter included.
- FPS Cap (Display tab) — cap roughly 10% under your card’s max stable framerate rather than leaving it uncapped. Keeps GPU utilization under 97% and frame time steadier.
- Low Latency Mode (Display tab, NVIDIA Reflex / AMD Anti-Lag) — on regardless of hardware tier. It’s free latency reduction with no visual cost.
Verified against Version 20260924 (Season 10, “Butcher’s Blasphemy,” God Quarry patch). Menu labels can shift between seasons — check in-game before assuming an older guide’s wording still matches.
What Season 10 Changes About Your Settings
Season 10 launched September 11, 2026, and the God Quarry map arrived two weeks later in the September 24 patch. It’s a heavily destructible arena in a game already built around environmental destruction, and most of the settings advice still circulating online predates it — the most detailed FPS-cost breakdown available was last updated July 9, 2026, and the most-cited competitive settings profile dates to June 2025. Neither tested this specific map. That matters less for the raw setting values, which are stable across most arenas, and more for one specific question worth asking on a map like this: which setting actually controls how much debris renders during a fight? If you also want to know which heroes are strongest this season, see our Marvel Rivals tier list.
The “Destruction Quality” Setting Doesn’t Exist
A lot of settings advice for Marvel Rivals assumes there’s a dedicated slider for destruction or debris density, sometimes described as tied to Shadow Detail. There isn’t. The full Graphics tab is nine settings: Graphics Quality, Global Illumination, Reflection Quality, Model Detail, Post-Processing, Shadow Detail, Texture Detail, Effects Detail, and Foliage Quality — confirmed against two independently published settings breakdowns, neither of which lists a destruction-specific option or ties debris rendering to Shadow Detail.
The setting that comes closest is Effects Detail. NetEase hasn’t published an official breakdown of which option governs debris and particle density specifically, but Effects Detail is the setting community benchmarks consistently flag as both the single highest-FPS-cost option in the game and the one most tied to particle-heavy team fights — which is also where destruction happens. Treat that as an informed inference, not a confirmed mechanic: if you’re chasing frame time on a wreckage-heavy map like God Quarry, Effects Detail is the setting to test first, not Shadow Detail.

Display Tab: Upscaling, Frame Generation, and FPS Cap
| Setting | Recommended | Why |
|---|---|---|
| Super Resolution Type | DLSS (Nvidia) / FSR (AMD) / XeSS (Intel Arc) | Matches your GPU vendor’s upscaler |
| Super Resolution Mode | Quality | Renders at roughly 67% (DLSS/FSR) or 77% (XeSS) of native resolution before upscaling; Balance or Performance trade visible artifacting for more FPS if Quality still isn’t enough |
| Super Resolution Sharpening | 70–80 | Two independently tested competitive profiles both land in this range |
| Frame Generation Mode | On (RTX 40/50-series, base FPS above ~60) / Off otherwise | Multiplies your existing framerate rather than fixing a genuinely low one |
| Low Latency Mode | On | NVIDIA states Reflex cuts latency by up to 55% |
| V-Sync | Off | Adds input lag; use the FPS cap instead for frame pacing |
| FPS Cap | ~10% below your max stable framerate | Keeps GPU utilization below 97%, which reduces input latency |
The single biggest number in that table comes from NVIDIA’s own testing: DLSS 4 Multi Frame Generation averaged a 5x framerate multiplier at 4K across the RTX 50-series lineup, with an RTX 5070 reaching 230 FPS and an RTX 5090 reaching roughly 450 FPS, both at native 4K. That’s an upper bound specific to Ada- and Blackwell-generation RTX 40- and 50-series cards; it says nothing about how an RTX 3070 or a Radeon card performs, and frame generation always trades a small amount of input latency for the extra frames — Low Latency Mode partly offsets that, but competitive players who feel every millisecond should treat Frame Generation as optional rather than default-on. For the driver-level side of latency and frame pacing outside any individual game’s menu, our NVIDIA Control Panel best settings guide covers Low Latency Mode and Max Frame Rate at the system level.

Graphics Tab: What Actually Costs You FPS
| Setting | Recommended | Approx. FPS cost at max value |
|---|---|---|
| Effects Detail | Medium | 12% |
| Shadow Detail | Medium (Low if competitive) | 12% |
| View Distance | High | 8% |
| Reflection Quality | Medium / Screen Space Reflections | 6% |
| Post-Processing | Medium | 6% |
| Volumetric Fog | Medium | 6% |
| Foliage Quality | High | 6% |
| Ambient Occlusion | Medium | 5% |
| Anti-Aliasing (TAA) | High | 4% |
| Texture Quality | High | 4% |
| Motion Blur | Off | 2% (plus it hides moving targets) |
Effects Detail and Shadow Detail tie as the two most expensive individual settings in Marvel Rivals, each worth roughly 12% of your frame rate at their highest values, according to FPS-cost testing from targetfps.com. Texture Quality barely moves the needle by comparison at 4% and mostly affects VRAM usage rather than frame time, so there’s little reason to drop it below High even on a budget GPU — the FPS you’d recover isn’t worth the blurrier textures.
Why Guides Disagree on Shadow Detail
This is the one setting where sources genuinely split, and it’s worth explaining rather than picking a number and moving on. PCGamesN’s competitive-focused testing profile — the same one that hit 141.9 FPS average (84.3 FPS 1% low) on an RTX 4070 at 1080p — runs Model Detail through Foliage Quality, which includes Shadow Detail, at Low across the board, prioritizing visibility and frame time over fidelity. targetfps.com’s more balanced baseline recommends Shadow Detail at High, accepting the 12% FPS cost for the added readability of character silhouettes and terrain shape. Neither is wrong; they’re optimizing for different things.
| Player type | Shadow Detail | Reasoning |
|---|---|---|
| Ranked / competitive, chasing frame time | Low | Every frame matters more than shadow fidelity; flatter lighting also makes enemy silhouettes easier to read against dark backgrounds |
| Casual / story-focused, mid-range GPU (RTX 3060–3070) | Medium | Recovers most of the FPS cost while keeping enough shadow detail to read the environment |
| High-end GPU (RTX 4080+), visual quality priority | High | The 12% cost matters less when you’re already well above 144 FPS |
GPU Tier Presets
Marvel Rivals’ official minimum spec is a GTX 1060, RX 580, or Arc A380; the recommended spec is an RTX 2060 Super, RX 5700 XT, or Arc A750, per the game’s Steam page. Community benchmarking from targetfps.com gives a rough sense of what that translates to in practice — treat these as testing estimates, not developer-published numbers, and adjust from your own hardware, particularly since they predate the Season 10 God Quarry map.
| Tier | Example card | Resolution | Approx. FPS | Priority |
|---|---|---|---|---|
| Budget | GTX 1650 | 1080p | ~45 | Effects and Shadow to Low first; Medium textures only if still short |
| Entry | RTX 3060 | 1080p | ~55 | Medium across the Graphics tab; DLSS/FSR Quality mandatory |
| Mid-range | RTX 4070 | 1440p | ~89 | Medium–High mix; Frame Generation optional once base FPS is stable |
| High-end | RTX 4080 | 1440p | ~117 | High across the board is comfortable; Frame Generation for 240Hz+ monitors |
| Enthusiast | RTX 4090 | 4K | ~62 native / 300+ with DLSS 4 MFG | Native 4K without upscaling is still demanding — DLSS 4 Multi Frame Generation is where the real headroom comes from |
FAQs
Does Marvel Rivals have a Destruction Quality setting?
No. The Graphics tab has nine settings — Graphics Quality, Global Illumination, Reflection Quality, Model Detail, Post-Processing, Shadow Detail, Texture Detail, Effects Detail, and Foliage Quality — and none of them is specifically named for destruction or debris. Effects Detail is the closest match based on its FPS cost and its tie to particle-heavy scenes, but that’s an inference from testing, not a confirmed developer statement.
Should I turn Frame Generation on for competitive play?
Only if your base framerate, before Frame Generation, is already well above 60 FPS. Frame Generation multiplies your existing framerate, including any stutter or latency already in it, and adds a small amount of input lag on top. That’s an easy trade for a high base framerate chasing visual smoothness on a high-refresh monitor, less ideal for ranked play where every millisecond of input lag counts and Low Latency Mode is already doing most of the latency work.
What’s the single best setting to lower if I need more FPS right now?
Effects Detail, dropped from Ultra to Medium. It’s tied with Shadow Detail as the most expensive individual setting in the game at roughly 12% of your frame rate, but unlike Shadow Detail it has less impact on your ability to read the game — you’ll notice fewer sparks and less debris in a crowded fight, not a harder time seeing enemies.
Is DLSS worth using even on a high-end GPU like an RTX 4090?
Yes, if you’re playing at 4K. NVIDIA’s own testing shows even an RTX 4090-class card benefits from DLSS 4 Multi Frame Generation at 4K, since Marvel Rivals’ team fights are exactly the kind of particle- and destruction-heavy scenes where frame time dips hardest — the extra headroom from upscaling and frame generation covers those dips even when your average framerate already looks fine on paper.
Sources
- NVIDIA. Marvel Rivals Season 3 And War Thunder Are Available Now, Featuring DLSS 4 Multi Frame Generation And NVIDIA Reflex. GeForce News
- NetEase Games. Marvel Rivals Version 20260911 Patch Notes – Season 10 Arrives. Steam News
- NetEase Games. Marvel Rivals News – Official Site
- PCGamesN. Marvel Rivals System Requirements
- PCGamesN. Best Marvel Rivals Settings for PC and Steam Deck
- TargetFPS. Marvel Rivals Best Graphics Settings
- GameRant. Marvel Rivals: Best PC Settings for High FPS
I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.
