DLSS 5 Swapper Multipass: Routes and Pass Count
Set up the separate DLSS 5 Swapper Multipass route, find Pass Count in the Home panel, check renderer limits, and compare processing cost before adding passes.
Preguntas frecuentes
What does 2x mean in DLSS 5?
Check that Multipass fits your setup
The v2.2.5 release documentation introduced this separate route for DX12, DX11, and 64-bit DX9. It does not establish support for OpenGL, Vulkan, or 32-bit DX9 through this route.
The v2.2.8 package lists RenoDX DLSS Tool, build 2026-09-28 for Multipass, unchanged in v2.2.9. Its ordinary native and Feeder routes instead use RenoDX DLSS5 6.5.3. These consumers are not interchangeable or intended to load together.
Two v2.2.8 changes matter here:
- Games without their own DLSS: Multipass did nothing in them before v2.2.8, because the tool needs NVIDIA’s Streamline files beside the game. The route now copies them in, and Restore originals removes them again; a game’s own Streamline files are never touched.
- Emulators: PCSX2 and the other supported emulators are now offered Multipass too, although the developer still recommends the ReShade / Feeder route for them.
Install one consumer at a time
- Record your current route and a working game scene.
- Close the game. If another route is installed, use Restore originals and verify restoration.
- Check the actual executable, bitness, and current renderer against Multipass requirements.
- Select the Multipass route in Swapper and let its installation finish.
- Start the same renderer and open the tool’s Home panel.
Since v2.2.8 the installation log says where the controls are: press Home in game and open the RenoDX DLSS tab. For a game without its own DLSS, the log also tells you to turn off Require DLSS and set Hook Method to Present there.
If the panel or consumer is missing, investigate installation and component loading before adjusting quality settings. The general diagnostic flow separates these stages.
Adjust Pass Count deliberately
Use Pass Count in the Home panel. The documented maximum is ten neural passes. Each pass feeds processing into the next one, so a larger number adds neural work. It is not a promise of a better image, a faster game, or multiple generated output frames.
Begin with the lowest supported pass count as your comparison baseline. Change only this setting, then revisit the same scene. Record image differences, frame time, stability, and response before trying another count. The release notes mention community use of two or three passes; compare those settings on your own system before keeping them.
The performance worksheet explains how to keep the comparison meaningful. For frame generation, use the separate MFG explanation.
Why F8 may not change anything
The compact Swapper overlay is designed for the supported ordinary native / Feeder configurations. It does not drive the Multipass consumer. An F8 control failing to change this route is therefore not automatically a broken hotkey or corrupt installation.
Use the Home panel and check the consumer name. The overlay guide distinguishes the control surfaces and their requirements.
Switch back without mixing routes
Close the game, save any diagnostic information you need, and Restore originals before reinstalling your previous route. Recheck its component loading and fixed-scene baseline.
If you installed the ordinary native route using v2.2.5, note that it could contain the wrong Multipass consumer. The v2.2.6 correction calls for a game-level reinstall on the intended route. Follow the update guide rather than treating the new application version alone as proof that the files were corrected.
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