Steam Deck

Best Settings for Marvel Rivals on the Steam Deck: Optimized for 60 FPS

Marvel Rivals is among the surprise hits of late 2024. We tested the game on high and low-end PCs, and found it to be a well-optimized title running the Unreal Engine 5. Leveraging Lumen GI and reflections, the game looks pretty enough on a mid-to-high-end PC, but what about a handheld such as the Steam Deck? Let’s find out!

Graphics Settings

Marvel Rivals averages a stable 60 FPS at the Deck’s native resolution using the low-quality settings. Of course, you’ll need to enable FSR 3 upscaling (Performance mode) and frame generation which induces a bit of latency. To minimize this, lock the TDP and the GPU clock to the maximum.

If you’re fine with 45 FPS, then you can set GI to “SSGI Medium” and Model Quality to “Medium.” Using the above settings, the game uses close to 4 GB of VRAM, so increasing the Texture Quality isn’t feasible unless you’re willing to disable frame generation and settle for less than 45 FPS.

Performance and FPS

Marvel Rivals performs well enough on the Steam Deck, achieving a stable 60 FPS with Frame Generation enabled, although you won’t get anywhere close to 90 FPS. This is quite sufficient for quick matches and casual play, high-level competition may suffer from the induced latency.

Visuals & Battery Life

The game looks neat but exhibits some visual artifacts related to FSR (Performance mode). Luckily, given the fast-paced nature of the game, these can overlooked. The Deck lasts a whole 2.5 hours running Marvel Rivals on a full charge with the framerate locked to 60 FPS and the power/clocks maxed out.

Marvel Rivals: Optimized Steam Deck Settings for 60 FPS

Graphics SettingsLow-end PC
Resolution1280×800
FPS Target60 FPS|45 FPS
Limit FPSx
V-SyncOff
UpscalingFSR Performance
Frame GenerationFSR FG
Global IlluminationOff|SSGI Low
ReflectionsOff
Model QualityPerformance|Medium
Post ProcessingLow
Shadow QualityLow
Effects QualityLow
Foliage QualityLow

Areej Syed

Processors, PC gaming, and the past. I have been writing about computer hardware for over seven years with more than 5000 published articles. Started off during engineering college and haven't stopped since. Find me at HardwareTimes and PC Opset.
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