Players of Marvel Rivals experiencing reduced damage output at lower frame rates (FPS) can rest assured; developers are actively working on a fix. The issue primarily impacts heroes like Dr. Strange and Wolverine, with reports suggesting diminished damage on specific abilities at 30 FPS compared to higher frame rates (60 or 120 FPS). Other affected heroes include Magik, Star-Lord, and Venom.
This problem, confirmed by a community manager on the official Discord server, appears linked to the game's client-side prediction mechanism. This feature, designed to minimize perceived lag, seems to be the source of the damage calculation discrepancies at lower FPS settings. The effect is particularly noticeable when testing abilities against stationary targets.
While a precise fix date isn't available, the developers are committed to resolving this. A potential solution is anticipated with the launch of Season 1 on January 11th. If the Season 1 update doesn't fully rectify the problem, further patches will be deployed to ensure a balanced gameplay experience for all players. This is especially important given Marvel Rivals' impressive 80% player approval rating on Steam, based on over 132,000 reviews. The game, released in early December 2025, has quickly become a popular hero shooter.
The core issue lies within the client-side prediction system. This common programming technique aims to reduce perceived lag by displaying character movements before server confirmation. However, in Marvel Rivals, this system appears to be causing inaccurate damage calculations at lower FPS, affecting certain abilities such as Wolverine's Feral Leap and Savage Claw. The developers are actively investigating and implementing a solution.