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109 Messages

 • 

2.9K Points

Tue, Feb 13, 2018 4:12 AM

Lightroom Classic 7.2 is now available!

We are happy to announce the release of Lightroom Classic CC 7.2!

To update Lightroom Classic CC to 7.2, click "Update" in the Creative Cloud desktop application next to Lightroom Classic CC.

What's New
Adobe Blog

Responses

85 Messages

 • 

1.5K Points

3 years ago

Huge step forward, thanks! 

215 Messages

 • 

4.8K Points

3 years ago

finally, that's what a big community was waiting for!

56 Messages

 • 

1K Points

3 years ago

This update has broken again the ability to view and import videos into Lightroom.   After the last big update this killed the ability to work with Videos.    I tried all sorts of suggestions on this forum by deleting preferences.    Uninstalling Lightroom and resinstalling.   These tricks got about 75% of the Videos working.   They are not broken 100%.  None of them work.   The only real solution I have found is to go back to Lightreoom CC (2015) or Lightroom 5.   There were many issues raised on this forum with never a clear response from Adobe on this issue.    Now it is broken again.    Is there a solution in the works.   Who from Adobe is willing to speak up on this issue?

3 Messages

 • 

82 Points

My videos playing fine in 7.2 :)

56 Messages

 • 

1K Points

Mac or PC. I am using a Mac.

3 Messages

 • 

82 Points

PC Paul

56 Messages

 • 

1K Points

In the last up date it seemed it was a Macs only issue with the latest Mac OSX UPDATE. Videos work gone in Bridge, Photoshop and in Apple QuickTime along with any other player I can find. Lightroom just does not like them.

50 Messages

 • 

766 Points

Hi Paul,

We are not able to reproduce this issue internally and we are tracking and investigating this issue. Can you please share the file present at below location?

/Users/<username>/Library/Preferences/Adobe/dynamiclinkmediaserver/10.0.0/logs/dynamiclinkmediaserver Log.txt

-Kanheiya 

215 Messages

 • 

4.8K Points

3 years ago

7.2 brings great performance enhancements!
But unfortunately (and disappointingly) the black screen when GPU enabled issue still isn't entirely fixed...

3 Messages

 • 

82 Points

the same here :(

50 Messages

 • 

766 Points

Can you please update your graphics driver and try again? Please share your system info.

-Kanheiya

215 Messages

 • 

4.8K Points

License: Creative Cloud
Operating system: Windows 7
Application architecture: x64
System architecture: x64
Logical processor count: 12
Processor speed: 3,2 GHz
Built-in memory: 16323,2 MB
Real memory available to Lightroom: 16323,2 MB
Real memory used by Lightroom: 2015,5 MB (12,3%)
Virtual memory used by Lightroom: 2207,1 MB
GDI objects count: 802
USER objects count: 2911
Process handles count: 5517
Memory cache size: 680,2MB / 3824,8MB (17,8%)
Maximum thread count used by Camera Raw: 12
Camera Raw SIMD optimization: SSE2,AVX
Camera Raw virtual memory: 1070MB / 8161MB (13%)
System DPI setting: 192 DPI (high DPI mode)
Desktop composition enabled: Yes
Displays: 1) 3840x2160
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No
Graphics Processor Info:
Radeon (TM) RX 470 Graphics
Check OpenGL support: Passed
Vendor: ATI Technologies Inc.
Version: 3.3.13469 Core Profile Context 21.19.523.2
Renderer: Radeon (TM) RX 470 Graphics
LanguageVersion: 4.50

3 Messages

 • 

104 Points

Same issue. Unfortunately, I've got an older card and updating drivers is no longer an option.

Lightroom Classic version: 7.2 [ 1156743 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 10 - Business Edition
Version: 10.0.16299
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 3.3 GHz
Built-in memory: 12270.4 MB
Real memory available to Lightroom: 12270.4 MB
Real memory used by Lightroom: 624.8 MB (5.0%)
Virtual memory used by Lightroom: 828.3 MB
GDI objects count: 633
USER objects count: 1897
Process handles count: 5586
Memory cache size: 20.8MB
Internal Camera Raw revision: 894
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX
Camera Raw virtual memory: 90MB / 6135MB (1%)
Camera Raw real memory: 96MB / 12270MB (0%)
System DPI setting: 120 DPI
Desktop composition enabled: Yes
Displays: 1) 2560x1440
Input types: Multitouch: No, Integrated touch: No, Integrated pen: Yes, External touch: No, External pen: Yes, Keyboard: No

Graphics Processor Info: 
OpenGL: AMD Radeon HD 6900 Series
Check OpenGL support: Passed
Vendor: ATI Technologies Inc.
Version: 3.3.13399 Core Profile Context 15.200.1062.1004
Renderer: AMD Radeon HD 6900 Series
LanguageVersion: 4.40
Total Video Memory: 2033 MB

41 Messages

 • 

792 Points

I too have the black (sometimes white) image area in the Develop module. This only started when 7.2 was installed. Previously working with the GD on it was OK. Turning GD off seems to have cured the problem. Windows says GD is up-to-date, W.10 is also up-to-date.

Lightroom Classic version: 7.2 [ 1156743 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 10 - Business Edition
Version: 10.0.16299
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 3.4 GHz
Built-in memory: 16314.7 MB
Real memory available to Lightroom: 16314.7 MB
Real memory used by Lightroom: 1376.1 MB (8.4%)
Virtual memory used by Lightroom: 1524.9 MB
GDI objects count: 666
USER objects count: 2263
Process handles count: 1563
Memory cache size: 64.5MB
Internal Camera Raw revision: 894
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 495MB / 8157MB (6%)
Camera Raw real memory: 527MB / 16314MB (3%)
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Displays: 1) 1920x1080, 2) 1680x1050
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No

Graphics Processor Info: 
DirectX: NVIDIA Quadro K620 (23.21.13.8816)

Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic CC
Library Path: C:\Data\Lightroom Catalgues\Ian3.lrcat
Settings Folder: C:\Users\Ian\AppData\Roaming\Adobe\Lightroom

Installed Plugins: 
1) 500px
2) AdobeStock
3) Canon Tether Plugin
4) Facebook
5) FTP Upload Sample
6) HDR Efex Pro 2
7) jf Flickr
8) Mylio
9) ON1 Photo RAW 2018
10) ON1 Resize 2018

Config.lua flags: None

Adapter #1: Vendor : 10de
Device : 13bb
Subsystem : 109810de
Revision : a2
Video Memory : 2017
Adapter #2: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Speakers (Realtek High Definition Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: 10.0x7
Direct2DEnabled: false
GL_ACCUM_ALPHA_BITS: 16
GL_ACCUM_BLUE_BITS: 16
GL_ACCUM_GREEN_BITS: 16
GL_ACCUM_RED_BITS: 16
GL_ALPHA_BITS: 0
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 24
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 4096
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS: 4
GL_MAX_VIEWPORT_DIMS: 16384,16384
GL_RED_BITS: 8
GL_RENDERER: Quadro K620/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 388.16
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_AMD_multi_draw_indirect 

[snip]

438 Messages

 • 

6.5K Points

3 years ago

Melissa,

A Gold medal please for the person who worked out (at last) how to get LR to use Windows memory - 17GB in use and counting at present.

I'm rendering 1:1 nefs with all 12  cores on full throttle, and after 30 mins NO SLOW DOWN! Amazing!!!

I can predict the new threads - 'LR has blown up my CPU', 'MY CPU is overheating', 'The noise from my cooling fan is intolerable', etc, etc. Perhaps you had better write a note on 'HOW to slow LR down and save your cpu'!!!

It'll be champagne tonight at Valentine's Day Dinner - Adobe we love you ;)

A much less grumpy old man,

Bob Frost




2 Messages

 • 

70 Points

3 years ago

Do you think will we ever see the end of black panels?? I am tyred of waiting...

14.6K Messages

 • 

282.6K Points

Emilio, what OS are you on? Have you upgraded to High Sierra?

3 Messages

 • 

104 Points

Judging by comments past and present a large number of people with different cards are affected by the black screen issue in the develop mode. Not good for us, but equally not good for you, Adobe. Instead of celebrating an improved product, disaffected users are raining on your parade. 

1 Message

 • 

64 Points

Hi, 
well my issue is that I don't even have the update to 7.2 option? any ideas why?

2 Messages

 • 

70 Points

I can't upgrade to high Sierra, my system is MacPro 4,1 and I can't upgrade. Otherwise the system is fine with my RAW files.
I was talking with adobe customer care today, and had a very dissapointing chat... they doesn't whant to recognize the problem and keep asking me to do the same things two or three times.
I had this problem for more than a year, and the next step is talking with an attorney for asking all the money from my last year back.
I am shure that the problem is with Apple, but adobe needs to make an official announcement with this bug... and if it is not possible to repair it, note 10.11 as a not compatible system.

109 Messages

 • 

2.9K Points

Hey Jacq,

Can try the steps listed in this help article to get the update to show up?

https://helpx.adobe.com/creative-clou...

Let us know if you’re still having issues.

Thanks,
Melissa

215 Messages

 • 

4.8K Points

3 years ago

There is one point I cannot understand:
The R/A and Y/Y options display properly, the image also shows correctly while cropping.
The first switching into develop mode and (new in 7.2) switching between images in one folder works correctly.
So only the normal development screen with GPU enabled and a change of folders has this issue.

There has to be a possibility to nail it down to the differences in this very case...

3 Messages

 • 

112 Points

3 years ago

but no advances to tethering no pop up or visible image on laptop before you manually focus and examine on laptop before to take the shot, canons eos program has it using manual focus lenses i rely on seeing the X6 zoom that eos offers 
lightroom still i have to use viewfinder on camera 

53 Messages

 • 

1.9K Points

3 years ago

Mellisa, Jeffery,Speed seems to be up, the added filters are very welcome.. Some nice improvements..... Thanks!!                                                                                                                                                                                                          A possible Bug:  I was so excited to actually have the ability to make a collection from a folder. So made my selections from images to add to a collection. (edited, stars, favs, pics, whatever you want to call them).Made a new collection from the folder,(copied folder name), Asked where to put it.....so far so good. However, LR Made the entire FOLDER the new collection. Not just my selected images. I only want the selected images, not the entire folder to be available as a collection for public viewing. Basically, I only want the edited images, not the entire Shoot. So now the new collection shows all rejects, duplicates, images not to be included as well as my fav pics.  Pc: Windows 10     THANKS  David

53 Messages

 • 

1.9K Points

if not a bug? PLEASE add a checkbox to options:         
 when you right-click from the create collection window > option > TO INCLUDE SELECTED IMAGES ONLY     Thanks

14.6K Messages

 • 

282.6K Points

I believe the wholesale addition of the entire folder is by design. Why not just create a collection from the selected images?

53 Messages

 • 

1.9K Points

thanks, Jeffrey, that is what I have always done. I was hoping LR would now do it for me..... Would just save lots of keystrokes 

58 Messages

 • 

1.3K Points

3 years ago

Lightroom Classic CC is now using 14 GB ram out of 16 GB of installed ram. With very few ram remaining for Windows, the system slows down and opening folders or browsing Windows Explorer is now a nightmare. Yea, "good job" fixing Lightroom speed and downgrading operating system speed.
From all your smart programmers this is what you could come up with? Just make us go buy more RAM with the RAM prices so high? This is a foolish patch and I am very sure that you could find a better solution to speed up Lightroom than forcing the program into a memoryleak and take over all the system memory INCLUDING WINDOWS MEMORY

109 Messages

 • 

2.9K Points

Hey Cristian,

Can you share your System Info with us? (Lightroom Classic CC > Help > System Info > Copy or Save As) You can either paste it here or paste it into a text file, upload it online, and share the link here.

Thanks,
Melissa

58 Messages

 • 

1.3K Points

Hello Melissa,
I copied the system info details at the start of Lightroom, before doing anything in Lightroom, so that memory isn't already taken. Lightroom starts to use high amount of ram after I start working on photos, browsing library etc.
Also, I know that my drivers aren't the latest but are still recent. I do not update drivers every month because I had trouble in the past with unstable drivers. If the drivers are working I keep them.

Here are my details:

Lightroom Classic version: 7.2 [ 1156743 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 7  - Ultimate Edition
Version: 6.1.7601
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 2.6 GHz
Built-in memory: 16337.8 MB
Real memory available to Lightroom: 16337.8 MB
Real memory used by Lightroom: 733.1 MB (4.4%)
Virtual memory used by Lightroom: 844.9 MB
GDI objects count: 750
USER objects count: 2192
Process handles count: 1244
Memory cache size: 105.3MB
Internal Camera Raw revision: 894
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 234MB / 8168MB (2%)
Camera Raw real memory: 243MB / 16337MB (1%)
 System DPI setting: 96 DPI
Desktop composition enabled: Yes
Displays: 1) 1920x1080
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, Externaltouch: No, External pen: No, Keyboard: No

Graphics Processor Info: 
OpenGL: GeForce GTX 1060 6GB/PCIe/SSE2
Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 388.43
Renderer: GeForce GTX 1060 6GB/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler
Total Video Memory: 6144 MB

Installed Plugins: 
1) AdobeStock
2) Canon Tether Plugin
3) Facebook
4) Flickr
5) Nikon Tether Plugin

Config.lua flags: None

Adapter #1: Vendor : 10de
    Device : 1c03
    Subsystem : 32831462
    Revision : a1
    Video Memory : 6045
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Speakers (Realtek High Definition Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: Uninitialized
Direct2DEnabled: false
GL_ACCUM_ALPHA_BITS: 16
GL_ACCUM_BLUE_BITS: 16
GL_ACCUM_GREEN_BITS: 16
GL_ACCUM_RED_BITS: 16
GL_ALPHA_BITS: 0
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 24
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_TEXTURE_UNITS: 4
GL_MAX_VIEWPORT_DIMS: 32768,32768
GL_RED_BITS: 8
GL_RENDERER: GeForce GTX 1060 6GB/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 388.43
GPUDeviceEnabled: false
OGLEnabled: true  

GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control

109 Messages

 • 

2.9K Points

Hey Cristian,

Thanks for coming back with this. Can you actually do the opposite of what you did and capture this System Info again after memory usage is a problem? So you can work on photos, browse through, etc. to get the ram usage higher and then follow the same steps as above to paste another System Info in response.

Thanks,
Melissa

58 Messages

 • 

1.3K Points

Hello! I created a 1:1 preview of a 24000x4000 panorama and edited 2-3, 4000x3000 CR2 raws. After all this Windows slowed down and Lr started to use 12GB. See info below:
Lightroom Classic version: 7.2 [ 1156743 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 7  - Ultimate Edition
Version: 6.1.7601
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 2.6 GHz
Built-in memory: 16337.8 MB
Real memory available to Lightroom: 16337.8 MB
Real memory used by Lightroom: 9198.1 MB (56.2%)
Virtual memory used by Lightroom: 9984.7 MB
GDI objects count: 988
USER objects count: 3564
Process handles count: 1427
Memory cache size: 475.0MB
Internal Camera Raw revision: 894
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 6629MB / 8168MB (81%)
Camera Raw real memory: 6633MB / 16337MB (40%)
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Displays: 1) 1920x1080
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No

Graphics Processor Info:
OpenGL: GeForce GTX 1060 6GB/PCIe/SSE2
Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 388.43
Renderer: GeForce GTX 1060 6GB/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler
Total Video Memory: 6144 MB
Installed Plugins:
1) AdobeStock
2) Canon Tether Plugin
3) Facebook
4) Flickr
5) Nikon Tether Plugin
Config.lua flags: None
Adapter #1: Vendor : 10de
    Device : 1c03
    Subsystem : 32831462
    Revision : a1
    Video Memory : 6045
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Speakers (Realtek High Definition Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: 10.0x7
Direct2DEnabled: false
GL_ACCUM_ALPHA_BITS: 16
GL_ACCUM_BLUE_BITS: 16
GL_ACCUM_GREEN_BITS: 16
GL_ACCUM_RED_BITS: 16
GL_ALPHA_BITS: 0
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 24
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_TEXTURE_UNITS: 4
GL_MAX_VIEWPORT_DIMS: 32768,32768
GL_RED_BITS: 8
GL_RENDERER: GeForce GTX 1060 6GB/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 388.43
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control

109 Messages

 • 

2.9K Points

Thanks for the info! We'll investigate these two reports.

53 Messages

 • 

1.9K Points

3 years ago

Bug: When using the keyboard SHORTCUT for Star rating (NUMBERS  ) while in library mod. after clicking # the image will auto advance but will not star the image. If you mouse over to star rating (under image) and select a rating. the rating will stay on the selected photo. When you right-click on an image and select rating , works just fine there  As well    david    pc win 10

109 Messages

 • 

2.9K Points

Hey David,

Would you be able to create a screencast of this issue? I just tried to reproduce this based on the steps you've written out but rating with keyboard shortcuts is behaving normally for me.

Just to make sure: you're in the Library module. When I rate a photo with 0-5 on the keyboard, the image I selected gets that rating and there's not auto-advance. This behaved normally in the filmstrip and in the grid view as well.

Let me know if you have more specific steps or different steps from what I have so I can try to reproduce it.

Thanks,
Melissa

109 Messages

 • 

2.9K Points

Actually, David. There's one difference and that I was testing on a Mac. I'm having someone test this on Windows 10 right now. I'll come back and let you know if we reproduce it or not.

109 Messages

 • 

2.9K Points

Hi again,

We just tried to reproduce on Windows 10 as well and couldn't do it. Let me know if you can get a screencast of the issue to us or if the above steps I followed are different.

Thanks,
Melissa

53 Messages

 • 

1.9K Points

Melissa. Yes, I do the same steps as you do.I did try the auto advance turned off as well I have tried several different ways,  each with the same result. I will try again tomorrow. I will again to re-boot/exit out of LR .  I tried again tonight, I noticed the black message widow come on confirming the rating selection, but the star(s) still does not show up on image.

53 Messages

 • 

1.9K Points

I closed out of LR again, came back in.  this time all seems back to what it should be.....Weird

28 Messages

 • 

540 Points

3 years ago

Thanks for your work on 7.2 - getting the system to utilize all the CPU cores and memory effectively for these long ‘batch’ functions is really welcome.  On a personal LR benchmark I run, I have seen the time for my standard test reduced from 205 seconds in Dec 2017 (7.01) to 126 seconds today (7.2). That is a noticeable improvement on a 6-core MacPro.


Improving these speeds is an important goal for LR - but there are many other aspects as well - it's not just a question of eliminating a spinning beachball in Develop or reducing import and export times.  It is the end-to-end timesaving that come from a number of improvements that, at the end of the day, will get the whole job done.


I would like to suggest these enhancements in workflow and the user interface.




1. Consider the screen organization and UI.  LR has always had a quirky organization with so many hidden disclosure triangles. etc.  And the scrolling, the interminable scrolling to move folders or images or navigate to different places.  Instead, use a classic windows approach and allow the collections and folders and develop panels to be broken off into separate manageable windows - with multiple views or instances so we can spread them across our screens (maybe more than 2 !)- then be able to drag and drop from one to another.  Or park and organize your favourite Develop subpanels for easy access.  The new Favourites feature assists with this - but wouldn’t it be simpler and more traditional to just be able to open the folder tree in a couple of windows in Library and drag between them or drags photos into them ?


2. From the Library, allow a right-click "Add to Collection" from a dropdown list of favourites or recents.  Yes, you can use Quick Collection but when distributing the results of a shoot to different collections that is no solution and having to endlessly scroll the collections panel to get to the target is so tedious.  So, similarly to the new Favourites feature for Folders, allow specific Collections to be marked as Favourites, too, then you can right-click, Add to Collection | Favourite and cherry pick from the list.  Huge time saver.


3. LR is being used increasingly for complex tasks with brushes, spotting, gradients.  Implement a new list-oriented view of the tools/brushes/gradients used in an image more like Layers in PS where you can see all the masks, gradients or spots you have entered in a list so you can rename then and (re)select them quickly.  If you have done extensive work on an image and come back and revisit it, it's hard to find the adjustment if there are several.  If you SYNC all these to a similar photo, some specific adjustments (like placement of brushes and gradients) may need re-tweaking positionally so it would be helpful to locate "Lighten Tree" and move it or fine tune it on the new image.  Allow the individual ones to be turned off/on and this would be a great spot to put that overall level slider so you can 'dim' the combined effect without having to collapse the panel then locate the slider and adjust it.


4. We are using LR in photo competitions, to centralize data and try to get judging responses on-line remotely.  You are almost there but your mobile/web apps do not allow us to publish selected IPTC fields and enter them on the web - other than Comments.  And you can't export the collected comments - they are locked into the CC eco structure and there is no automatic way to move comment data into IPTC fields. Imagine getting photo comments on 300 photos and then having to manually scan that, and copy-type the responses into the IPTC fields you can elsewhere access in the software.  Mind numbing.


5. LR is a database - allow us to simply define new fields and then define some simple relationships between them - for example, allow me to define 3 score fields and a total field which is the sum of the 3 ... simple stuff like that.


and while we are on this, make each and every field within the LR SDK available in watermarks, file titles, in export etc.  You make some available but not all ... you don't have to expose all of them in the same dropdown - they could be in sub-menus ... but we spend a lot of time putting stuff into LR fields and then trying to get that communicated to other software and we have to bastardize the use of the fields because we can get to some IPTC data but not all of it.  Make each one available if it's the SDK and allow us to simply create out own.


Stating this another way, you provide for smart collections using ‘Searchable IPTC’....that’s too general and global and picks up instances of a search target from IPTC fields I may not want.  For example, if I want to search City for “Toronto” - but City, itself is not available as a smart collection field ... instead, when I search ‘Searchable IPTC’ I find not only images with Toronto in the city field - but also Toronto in the image title, caption and other places I don’t want.  Hours can get wasted trying to filter this out.


And just what does ‘Searchable IPTC’ comprise - what fields doe it search / not search.  Too ambiguous for a real database.


LR is a real database - so let’s not dumb it down to a ‘simple’ level that becomes dysfunctional. 




These are the kinds of things that will make LR faster for us - yes, pure performance is part of it - but the other tasks are important too.

109 Messages

 • 

2.9K Points

Hey Jim,

I've passed your very constructive and helpful feedback to the team. Thank you for taking the time and effort to write this out. We appreciate it.

Thanks,
Melissa

1.3K Messages

 • 

22.5K Points

"allow specific Collections to be marked as Favourites, too"

In fact, that is already partly available. If you look in the filmstrip, there has always been an address for the current folder/collection. But in fact this address is a browser-like drop down list of the last few sources (collections or folders) that you have visited, and it has always had Favorite Sources and Add/Remove buttons. The new Mark as Favorite context menu for folders is integrated with this Favorite Sources, making the feature more rounded and more visible. The same needs to be done to Collections - a context menu and an icon.

47 Messages

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640 Points

3 years ago

FYI, did quick 7.1 vs 7.2 export test run of last weekend's 301 photos: 7.1 = 11mins vs 7.2 = 6mins.   Thanks so much!     
Frank

4 Messages

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120 Points

3 years ago

This new version of Lightroom has a feature that lets you make a collection from a map pin. Doesn't seem to work on mine, just creates a folder with no image in it.  Anybody else tried it?

14.6K Messages

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282.6K Points

Creating separate topic to track

Please reference the new conversation here: Lightroom Classic: Making a collection from Map Pin doesn't add any images

49 Messages

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752 Points

3 years ago

Sadly on my system LR got slower.

With the version before the new release I would build 1:1 previews  and my iMac’s fan would go at full blast! 

With the new update, this doesn’t happen anymore. So I was VERY happy.

The problem is, that it doesn’t seem to be doing anything. Only using a little more than 1 core.

The progressbar was in the same location for 3 hours so I stopped the process.


Lightroom also became very slow in juist building up the folder structure.

I see the folder names go from grey to white 1 folder at a time, unbearably slow.

I truly don’t understand the amount of bugs that show up on each new release.

Hopefully I am not the only one and this will be fixed swiftly.


In the end, Lightroom is now slower than before this release.


I am on a 2017 iMac with 4x4.2 processors and 64GB ram.

OSX 10.12.6

Best regards,
Mark

1.7K Messages

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32.4K Points

Hi Mark, That is not normal. Can you copy-n-paste the system info text from Lightroom>Help>System Info...

Do you have Lr mobile sync turned on? Try pause the sync and restart Lr 7.2 and see what happens.

49 Messages

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752 Points

Hi Simon, 
it sounds like that could be the case. However I don't know how to turn it on or off.
Sync with lightroom CC is off I can see that when clicking next to the logo.
in preferences I don't see anything to turn on or off.

Thanks!
Mark

here's my info.
Lightroom Classic version: 7.2 [ 1156743 ]
License: Creative Cloud
Language setting: en-NL
Operating system: Mac OS 10
Version: 10.12.6 [16G1212]
Application architecture: x64
Logical processor count: 8
Processor speed: 4.2 GHz
Built-in memory: 65,536.0 MB
Real memory available to Lightroom: 65,536.0 MB
Real memory used by Lightroom: 2,960.3 MB (4.5%)
Virtual memory used by Lightroom: 4,868.0 MB
Memory cache size: 531.2MB
Internal Camera Raw revision: 894
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 352MB / 32767MB (1%)
Camera Raw real memory: 353MB / 65536MB (0%)
Displays: 1) 6016x3384, 2) 5760x3240

Graphics Processor Info: 
Metal: AMD Radeon Pro 580



Application folder: /Applications/Adobe Lightroom Classic CC
Library Path: /Volumes/Foto Work Disk/Lightroom/Lightroom Catalog-2.lrcat
Settings Folder: /Users/markdenhartog/Library/Application Support/Adobe/Lightroom

Installed Plugins: 
1) Any File
2) Aperture/iPhoto Importer Plug-in
3) DxO PhotoLab
4) DxO PhotoLab Importer
5) Export to Photomatix Pro
6) HDR Efex Pro 2
7) LR/Instagram
8) MIDI2LR
9) Palette Plugin (V2)

Config.lua flags: None

AudioDeviceIOBlockSize: 512
AudioDeviceName: Built-in Output
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 44100
Build: 10.0x7
CoreImage: true
GL_ACCUM_ALPHA_BITS: 0
GL_ACCUM_BLUE_BITS: 0
GL_ACCUM_GREEN_BITS: 0
GL_ACCUM_RED_BITS: 0
GL_ALPHA_BITS: 8
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 24
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS: 8
GL_MAX_VIEWPORT_DIMS: 16384,16384
GL_RED_BITS: 8
GL_RENDERER: AMD Radeon Pro 580 OpenGL Engine
GL_SHADING_LANGUAGE_VERSION: 1.20
GL_STENCIL_BITS: 8
GL_VENDOR: ATI Technologies Inc.
GL_VERSION: 2.1 ATI-1.51.8
OGLEnabled: true
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod

49 Messages

 • 

752 Points

I have just tried removing all plugins and that does not make a difference.
thanks for your help!
Mark

1.7K Messages

 • 

32.4K Points

Your system info reports looks normal. You can pause the Lr mobile sync by clicking on Lr's identify plate area and make sure it is not Started or in a Paused state. Like the follows:



Are you able to consistently demonstrate the export slowness issue on any set of photos or specific to one or few problematic photos? What happens if you reset the dev settings and export? Are you able to consistently reproduce it on a small catalog (export a small catalog that demonstrate the problem or starts with a new catalog). If you could reproduce the issue on a smaller catalog, would you mind sharing a small catalog online with the photos (like dropbox or Adobe Creative Cloud sync folder) so that we could try to see if we can reproduce?

49 Messages

 • 

752 Points

This is what it looks like on my machine.
If I try to start sync it tells me it wants to replace something.. so I don't want to start it. (thought it might help to start and stop again)
does this look correct to you?

I am not trying to export images I am trying to build 1:1 previews. In activity monitor I can see about 120% activity. this should be 600+% on 8 hyperthreaded cores.

I am also still seeing the sluggish buildup of folders.
After sending this I will try to make a screengrab.

thanks,
Mark