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Coming from the developer of DXVK-Sarek that recently got updated is the volt-gui app, an alternative to AMD Adrenaline / NVIDIA Settings for Linux.

For those of you who like a simple GUI with a fair amount of options, this may be for you. Nice to see more apps like this for Linux to make things simpler to tweak.

The developer explains it more on the GitHub:

"volt-gui is a graphical control panel for Vulkan games on Linux. Settings are applied by volt, a Vulkan implicit layer written in Rust, so they work on every Vulkan driver: RADV, ANV, NVK, AMDVLK, the NVIDIA proprietary driver.

The floor is Vulkan 1.0, and so is the ceiling: the layer requests no extension beyond VK_KHR_swapchain, so every setting behaves the same on every conformant driver. VOLT_LOG=info shows what was applied."

volt-gui

Key highlights
  • 21 settings across 5 tabs: GPU selection, display and swapchain, texturesampling, rendering toggles, and volt's own frame limiter.
  • Core Vulkan 1.0 only. The layer asks for nothing beyond VK_KHR_swapchain,so behaviour never splits between drivers.
  • One value per setting: the value volt forces, or default, which keeps whatever the game asked for. No ranges, no ordering, nothing to get backwards.
  • Lists read from your hardware. Present modes, colour depths, colour spaces,transfer functions, alpha modes, GPU names, mip levels and LOD bias all comefrom a probe of your own device, not from a table built into volt-gui.
  • Enables nothing. volt reads what the game asked for at device creation and applies a feature gated setting only where the game enabled that feature.
  • Every setting forces, bar one. volt writes the value into its own copy of the create info, so a setting lands whether or not the game consulted a queryfirst. GPU selection is the exception: there is no field naming the device, sohiding the others from enumeration is the only lever Vulkan gives.
  • Every path hooked, not just the obvious one. The 2/EXT query variants,device groups, shared swapchains, inline sampler writes and dynamic alpha tocoverage get the same treatment as the core calls.
  • Dual-arch in one build: make produces an x86_64 and an i686 layer servedby a single manifest, so 32-bit games under Steam, Wine and Proton are covered.
  • Rootless install, first class: everything into ~/.local, for SteamOS,Bazzite, Silverblue and anything else with a read only /usr.
  • Flatpak support, optional, via a runtime extension fororg.freedesktop.Platform 23.08, 24.08 and 25.08.
  • Profiles and presets: one TOML per configuration, switchable from the GUI,the system tray, or the launch command.

volt-gui

volt-gui

🌐 External Sources: GitHub - volt-gui
Article taken from GamingOnLinux.com.
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7 comments
dpanter 24 Aug 2026
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This really whips the llama's ass! In a friendly, consensual manner of course. 🐧
Phlebiac 25 Aug 2026
I like the idea of the tool in theory, but what practical uses do people have for it? Genuinely curious on what "killer feature" it's used for.
linuxjacques 25 Aug 2026
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Is everything written by AI now?
Caldathras 25 Aug 2026
Quoting: linuxjacquesIs everything written by AI now?
What makes you say that? Are you just making assumptions or can you back it up with proof?
seflasporin 26 Aug 2026
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The only thing that stood out to me was anisotropic filtering. You can do that on RADV (RADV_TEX_ANISO) but all the others can only do it for OpenGL games.
linuxjacques 28 Aug 2026
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Quoting: Caldathras
Quoting: linuxjacquesIs everything written by AI now?
What makes you say that? Are you just making assumptions or can you back it up with proof?
Key Highlights section.
Caldathras 29 Aug 2026
Quoting: linuxjacques
Quoting: Caldathras
Quoting: linuxjacquesIs everything written by AI now?
What makes you say that? Are you just making assumptions or can you back it up with proof?
Key Highlights section.
Am I missing something? There is nothing in the Key Highlights section that even remotely suggests that pythonlover02 used LLMs to make volt-gui. Please be more specific.
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