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How to turn on Switch Shader Compilation Mode in Marvel Rivals
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Hamza Rashid
Gamer
03 Feb 2026
Posted On
While games continue to advance in terms of graphical fidelity, one thing most developers tend to ignore is optimization. Things like minimum system requirements, CPU and RAM usage, and the general support of different types of GPUs are something every gamer wants prioritized, but not every developer keeps in mind.
Fortunately, Marvel Rivals [1] seems to be slowly but surely making strides to help those players with lower-end PCs play the game comfortably. To turn switch shader compilation mode on in Marvel Rivals, open the launcher and enable the option from the bottom before launching the game.
So, if your PC is causing you problems, don't worry, as this definitive guide on the Marvel Rivals switch shader compilation mode has you covered.
How to turn on the switch shader compilation mode
Unlike other graphics and rendering settings, the Switch Shader Compilation Mode is enabled from the launcher instead of the in-game video settings. This makes sense since the mode compiles shaders before you start the game.
The process is straightforward: open the game launcher from any platform of choice (Epic, Steam, etc). Next, you will spot the Switch Shader Compilation Mode setting next to the Launch button. Check the box to toggle it on, and then run the game.
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What is the switch shader compilation mode in Marvel Rivals?
Switch Shader Compilation Mode (SSCM) is a new experimental setting in Marvel Rivals that can smooth out the game performance. Since launch, players with mid-range PCs or setups with 16GB of RAM or less have reported stutters, crashes, and frame drops. Most of these issues come from how the game handles memory usage, causing hitches and lag during matches.
SSCM is a lifesaver for players struggling with stutters or crashes when an enemy peeks or during a crucial ultimate. The mode can help players stay focused on strategy without worrying about dying from a freeze, like aggressive Duelists who dive in the middle of a skirmish.
The fully polished feature will level the playing field and give players on lower-end systems a fairer shot at ranked matches. Over time, more people can queue for ranked confidently, knowing their gameplay won't be sabotaged by performance. This will vastly improve the overall health of the Marvel Rivals competitive scene.
How does this improve performance in Marvel Rivals?
SSCM is the game’s way of getting ahead of mid-match stutters and crashes caused by shader compilation. Shaders are pieces of code that help your GPU display lighting, textures, and effects. If your system compiles those in real-time mid-match, it can cause severe frame drops, freezes, or even crashes, especially in systems with 16GB of RAM or less.
SSCM solves this by compiling shaders up front. Instead of waiting until something intense happens in-game, it processes them as soon as you launch the game after an update or graphics driver change. It reduces the strain on your system during gameplay and gives you a smoother experience.
A crucial improvement here is memory management. Without SSCM, shader compilation can spike memory usage mid-match, and on low-RAM systems, it can force your PC to offload to slower storage, leading to lag, freezes, and other issues. SSCM cuts that down and keeps your system steady.
The new shader compilation mode is a work in progress
That said, the new feature is experimental and not entirely seamless. A few textures or effects may appear strange at the start of a match. Some textures may not even render right away, or there’s a minor stutter when certain materials appear. But these usually clear up within a few frames and should not interfere with gameplay once you leave the spawn area.
If you are on a lower-end CPU (especially one with six threads or fewer), using SSCM alongside AMD’s FSR3 Frame Generation might cause more stuttering than usual. In that case, it is better to turn off FSR3 and let SSCM work alone. Hopefully, future updates will eventually iron these issues out permanently.
To summarize, there are a handful of things you must keep in mind that can potentially affect your gameplay when playing Marvel Rivals. After all, the mode is still in its experimental phase.
The first is that, at the start of each new match, some materials may render abnormally for a few frames, though they’ll revert to their usual state in a couple of seconds
The initial rendering of certain materials may lead to annoying FPS drops and lag as the game renders assets. The game should eventually stabilize after the asset renders
Finally, on systems with six or fewer CPU threads, enabling both Switch Shader Compilation Mode and AMD FSR3 Frame Generation simultaneously might cause additional stuttering
Open the Marvel Rivals launcher (Steam, Epic, etc.) and check the box labeled 'Switch Shader Compilation Mode' before launching the game.
It's an experimental setting that compiles shaders before the game starts, reducing mid-match stutters and improving performance, especially on lower-end PCs with 16GB of RAM or less.
Not entirely. It's experimental, so some textures might render strangely at the start of matches, and using it with AMD FSR3 on CPUs with 6 or fewer threads can cause stuttering.
SSCM compiles shaders upfront, reducing mid-match stutters and crashes caused by real-time shader compilation. This also improves memory management, preventing lag on systems with less RAM.
What’s next?
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