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Hero Shooter

Marvel Rivals

An Unreal-engine hero shooter that compiles shaders on first encounter, so early-session stutter and later frame pacing are two separate problems with two separate causes.

  • latency-sensitive
  • gpu-bound
  • shader-compilation

Why this game, specifically

The stutter people notice in the first matches after an update is shader compilation, not a Windows setting. What Windows controls is how much cache the driver is allowed to keep and whether the game has to share the GPU and CPU with capture and background work while it compiles. ORION configures the first and audits the second, and is explicit that it cannot make a shader compile that has not happened yet.

What ORION checks

Recommended changes

Broadly appropriate, low expected side effects, and reversible where the badge says so. These are catalog entries, not a script: ORION reads the current value on your PC first and skips anything already set.

Advanced options

Legitimate changes with real trade-offs: hardware dependence, power draw, or behaviour that varies between systems. ORION shows these separately, records the previous value before writing, and never folds them into a one-click run.

Trade-offs and limits

ORION does not publish a frame-rate figure for Marvel Rivals, because we do not have reproducible before-and-after data for your hardware. What the app can do is capture frames on your PC, in your game, before and after a change, and show you that.

Open this profile in ORION

ORION queues the matching profile for your review when it detects Marvel Rivals launching. It does not apply anything on its own.