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Linux has no universal, built-in switch for changing saturation in just one application. The right method depends on your session (X11 or Wayland), GPU driver, desktop environment, and whether the program renders with Vulkan or OpenGL. Use an application’s own color control first; for a Vulkan game, vkBasalt is the most practical per-game option. NVIDIA’s tools are mainly useful for display-wide changes on X11, while Wayland behavior depends on the compositor.
What “saturation” actually changes
Saturation, also called chroma or vibrance in some software, controls how intense colors appear. It is different from several settings that can produce a similar impression:
- Gamma changes midtone brightness.
- Contrast changes separation between light and dark tones.
- Color temperature shifts the white point warmer or cooler.
- ICC calibration targets accurate, repeatable color rather than extra vividness.
- HDR tone mapping converts HDR content for a particular display and can alter perceived brightness and colorfulness.
NVIDIA calls a related consumer control “Digital Vibrance,” but that name is not a standardized Linux feature. Increasing gamma or contrast is not a substitute for saturation.
Identify your session, GPU and rendering path
Run these commands before choosing a method:
echo "$XDG_SESSION_TYPE"
The result is normally x11 or wayland. Then identify the graphics hardware:
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lspci | grep -E 'VGA|3D|Display'
Finally determine whether the application uses Vulkan, OpenGL, or a Windows game translated through Proton. DXVK and VKD3D commonly expose Proton games through Vulkan, but titles can use different backends. The game’s graphics menu, Steam launch configuration, or diagnostic logs can help confirm this.
Use the application’s own color controls first
Check the game’s or application’s graphics, accessibility, display, or post-processing menus for Saturation, Vibrance, Colorfulness, Color grading, Gamma, or HDR brightness. A native control affects only that application, operates before the final image reaches the compositor, and is normally least likely to conflict with color management. It is also the easiest to undo.
Set saturation for one Vulkan game with vkBasalt
vkBasalt is a Vulkan post-processing layer with built-in effects and support for compatible ReShade FX shaders, including colorfulness shaders. It can work with Vulkan games and many Proton titles using DXVK or VKD3D, but it is not an OpenGL layer and shader compatibility is incomplete.
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Install the layer
Prefer your distribution’s package. The project documents these examples:
sudo apt install vkbasalt
sudo dnf install vkBasalt
sudo xbps-install vkBasalt
Package names and availability vary by distribution.
Enable it for one Steam game
- Open the game’s Steam library page, choose Properties, and find Launch Options.
- Enter exactly:
ENABLE_VKBASALT=1 %command%
This limits activation to that title instead of changing every Vulkan program.
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Enable it from a terminal or Lutris
For a launcher or wrapper script, use:
ENABLE_VKBASALT=1 yourgame
In Lutris, right-click the game, select Configure → System options → Environment variables, then add key ENABLE_VKBASALT with value 1.
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Create a configuration file using paths that exist on your system:
effects = colorfulness
colorfulness = /home/USER/reshade-shaders/Shaders/Colourfulness.fx
reshadeTexturePath = /home/USER/reshade-shaders/Textures
reshadeIncludePath = /home/USER/reshade-shaders/Shaders
Replace USER and the shader locations with your actual installation paths. For a single game, place vkBasalt.conf in the game’s working directory. You can instead select an explicit file with:
VKBASALT_CONFIG_FILE=/path/to/vkBasalt.conf
vkBasalt searches the game directory and documented user/system locations; consult its project documentation for the complete search order.
Limitations and recovery
- It requires Vulkan; native OpenGL applications cannot use it.
- ReShade support is incomplete, and some shaders can cause artifacts or crashes.
- Its in-game toggle is X11-based and does not work on a pure Wayland session.
- Graphics-injection layers may conflict with anti-cheat software; there is no blanket compatibility guarantee.
To undo it in Steam, remove ENABLE_VKBASALT=1 %command%, then remove or rename the game’s vkBasalt.conf. If the game crashes, first test without vkBasalt, then with vkBasalt but no external shader, and finally with a simpler configuration. Test changes in an offline or non-competitive title first.
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NVIDIA controls on X11
NVIDIA’s Linux driver includes the graphical utility nvidia-settings:
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nvidia-settings
Its available display and color-correction controls depend on the driver, monitor connection, and session. When present, they usually affect the output or display broadly, not one arbitrary application. The utility’s help describes controls available in your installation: NVIDIA nvidia-settings documentation.
Advanced application profiles
NVIDIA documents process-matching application profiles for its Linux GLX implementation, not a universal Vulkan or Wayland color pipeline. Profile files may be placed in:
$HOME/.nv/nvidia-application-profiles-rc
$HOME/.nv/nvidia-application-profiles-rc.d
/etc/nvidia/nvidia-application-profiles-rc
/etc/nvidia/nvidia-application-profiles-rc.d
Profile support can be controlled with __GL_APPLICATION_PROFILE=1 or __GL_APPLICATION_PROFILE=0; parsing can be logged with __GL_APPLICATION_PROFILE_LOG=1. NVIDIA notes that matching occurs when libGL.so.1 is first loaded, so a process that loads the relevant library later may not match. See the documented rules and limitations at NVIDIA application profiles. Treat this as an advanced GLX-specific technique, not a per-app solution for every Proton, Vulkan, or Wayland program.
KDE Plasma color settings are not a game filter
In Plasma, System Settings → Colors & Themes → Colors edits theme roles such as text, backgrounds, selections, buttons, and tooltips. Its color effects include Desaturate, Fade, and Tint; KDE explains that lowering the desaturation setting increases relative chroma. These options style Plasma and certain KDE application states, and KDE explicitly limits some effects to KDE applications. They do not recolor the rendered image of an arbitrary game or browser. See KDE Colors documentation.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.What changes under Wayland
Wayland does not define a universal “saturation for this window” command. Its color-management design is compositor-oriented, covering display color management, image descriptions, ICC profiles, and HDR-related metadata. Compositor support and application behavior determine what is possible: Wayland color-management documentation.
Native Wayland and XWayland applications can follow different paths. An X11 instruction may therefore be unavailable or ineffective under Wayland. Use a native application setting, a compositor feature documented for your desktop, or a Vulkan layer that does not depend on its X11-only toggle. Running the application in an X11 session is another practical fallback.
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When saturation is not the real problem
- Check whether the GPU and monitor use RGB rather than an unintended YCbCr mode.
- Verify full versus limited color range.
- Check HDR status and compositor tone mapping.
- Review the monitor’s picture mode and built-in color controls.
- Check the active ICC profile and gamma.
- Compare native Wayland, XWayland, and other applications to isolate the affected path.
A range mismatch or incorrect profile can look washed out or overly dark; increasing saturation can hide the symptom while making color less accurate.
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Choose the method that matches your goal
| Goal | Best first method | Scope | Main limitation |
|---|---|---|---|
| One game’s image | Game’s own setting | One game | Not every game provides one |
| One Vulkan or Proton game | vkBasalt with a colorfulness shader | One game | Vulkan-focused; configuration required |
| NVIDIA output on X11 | nvidia-settings |
Usually display/session-wide | Controls vary by driver and display |
| One matching GLX process | NVIDIA application profile | Matching GLX process | Not a universal Vulkan or Wayland method |
| KDE theme appearance | Plasma Colors settings | KDE interface/theme | Does not post-process arbitrary applications |
| Accurate display reproduction | ICC and color-management tools | Display/output | Calibration is not a vividness boost |
| Wayland application color | Compositor-specific feature or native app control | Depends on compositor | No protocol-level per-app saturation slider |
Troubleshoot by symptom
“The setting changed everything”
You likely changed a display or GPU output setting. Use the application’s own control or vkBasalt for per-game scope.
“vkBasalt does nothing”
Confirm Vulkan rendering, exact launch syntax, installation, shader paths, and the location of vkBasalt.conf. Check whether the game bypasses the Vulkan layer.
“It works on X11 but not Wayland”
This is consistent with GLX-specific NVIDIA profiles and vkBasalt’s X11-based toggle. Prefer native controls, a compositor feature, or run the application in an X11 session.
“The desktop theme changed, but the game did not”
That is expected: Plasma color schemes style interface roles rather than acting as a universal post-processing filter.
The Bottom Line
For per-application color, start with the application’s own setting. Use vkBasalt for a Vulkan game, NVIDIA controls mainly for X11 output-wide adjustments, and compositor-specific features under Wayland. Use ICC calibration and related color-management tools when accuracy—not extra vividness—is the goal.
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