Skip to main content
Adobe Photoshop Family

32 Messages

 • 

870 Points

Thu, Sep 22, 2016 8:45 AM

Lightroom: Slow performance on Xeon CPUs

I noticed that LR clone and brush tool on my XEON E5-1650 0 3.20GHz (Attention: E5-1650 0 and not E5-1650 v4) can not stress my CPU and after x minutes of working LR slow down, until I have to restart it.

Please see the full diskussion with the problem here: https://forums.adobe.com/thread/2210245 (test with different Lightroom versions, confrontation with a weak laptop, that works fine, tests wit other graphic grafic card, test with other bios settings etc. No results. Only restart LR or minor display resolution helps.)

Can anyone with an XEON E5-1650 0 3.2Ghz confirm this?

Responses

8 Messages

 • 

214 Points

4 years ago

I am having the same problem. All local adjustment tools are causing the program to quickly slow down to a totally unacceptable speed. I am working with an Eizo CG275W as a main screen and an Eizo CG210 as a secondary screen. Reducing the resolution from 2560 x 1440 [native] to 1920 x 1080 helps with the problem but clearly makes editing more difficult and is not remotely suitable in the long or indeed medium term.
This problem seems to have become worse with recent releases.
I include the "System Information" which might help other more capable people resolve the issue:

Lightroom version: CC 2015.8 [ 1099473 ]
License: Creative Cloud
Operating system: Windows 10
Version: 10.0
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 3.4 GHz
Built-in memory: 32652.3 MB
Real memory available to Lightroom: 32652.3 MB
Real memory used by Lightroom: 3829.8 MB (11.7%)
Virtual memory used by Lightroom: 4036.2 MB
Memory cache size: 3775.5 MB
Maximum thread count used by Camera Raw: 8
Camera Raw SIMD optimization: SSE2,AVX,AVX2
System DPI setting: 120 DPI
Desktop composition enabled: Yes
Displays: 1) 1920x1080, 2) 1600x1200
Input types: Multitouch: No, Integrated touch: No, Integrated pen: Yes, External touch: No, External pen: Yes, Keyboard: No

Graphics Processor Info:
GeForce GTS 450/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 369.09
Renderer: GeForce GTS 450/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler


Application folder: C:\Program Files\Adobe\Adobe Lightroom
Library Path: M:\LR_5 Catalogs\Photo_R-2-2-2.lrcat
Settings Folder: C:\Users\Owner\AppData\Roaming\Adobe\Lightroom

Installed Plugins:
1) AdobeStock
2) Canon Tether Plugin
3) ColorChecker Passport
4) Facebook
5) Flickr
6) HDR Efex Pro 2
7) Keyboard Tamer
8) Leica Tether Plugin
9) Mirage Print
10) Nikon Tether Plugin
11) ON1 Effects 10
12) ON1 Enhance 10
13) ON1 Photo 10
14) ON1 Portrait 10
15) ON1 Resize 10
16) Show Focus Points

Config.lua flags: None

Adapter #1: Vendor : 10de
    Device : 1245
    Subsystem : 13513842
    Revision : a1
    Video Memory : 979
Adapter #2: Vendor : 8086
    Device : 412
    Subsystem : d0001458
    Revision : 6
    Video Memory : 70
Adapter #3: Vendor : 1414
    Device : 8c
    Subsystem : 0
    Revision : 0
    Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Speakers (Realtek High Definition Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 44100
Build: LR5x4
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: 2048
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS: 4
GL_MAX_VIEWPORT_DIMS: 16384,16384
GL_RED_BITS: 8
GL_RENDERER: GeForce GTS 450/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.5.0 NVIDIA 369.09
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance 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_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_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_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding 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_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_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_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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs 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_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_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render 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_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 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_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object 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_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_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NV_shader_thread_group GL_KHR_blend_equation_advanced 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

Hope help from Adobe is coming very shortly.

Adobe Administrator

 • 

15.4K Messages

 • 

291.4K Points

Have you tried updating your graphics driver? There were lots of problems with drivers between 369.x-374.x and are not supported. 

https://helpx.adobe.com/lightroom/kb/lightroom-gpu-faq.html
https://helpx.adobe.com/lightroom/kb/rollback-driver-nvidia-issue.html

Sr. Product Manager, Adobe Digital Imaging

8 Messages

 • 

214 Points

My Nvidia sytem tells me the driver is up to date! Time to investigate further, thanks.

8 Messages

 • 

214 Points

Well, well! Nvidia not up to date and I have updated to 735.95 which has improved general display performance.
I still can only get a few minutes of action with the localised adjustment tools before the program comes to an effective standstill. Whilst using the Graduation Filter I can swing the Temp Adj slider from one end to the other without getting any response within an acceptable time, at least half a minute!.
I guess I will have to get up to speed using PS adjustment layers or pray that Adobe gets its act together quickly.

443 Messages

 • 

6.6K Points

On my Win 10/Quadro setup, 368.39 is faster than 375.63. The latest driver often has the latest bugs ;)

Bob Frost

8 Messages

 • 

214 Points

I think you are correct, 368.39 seems to be marginally better than 375.95 [typo above!]. Speed of LR tools is still slow however.

2 Messages

 • 

90 Points

4 years ago

Hi All,

I have a Laptop specifically for high end graphical 3d modeling so photoshop and lightroom should be a breeze, Actually photoshop is, However like all of you, Lightroom is dog slow..
I can make a temp tonal adjustment and 7 seconds later the slider might actually move and I might actually get to see the change, this is unusable when you have hundreds of images to go through,

My setup is a Quad core Xeon E3-1535M @ 2.90Ghz hyperthreaded giving 8 threads in total.
64GB Memory, 4K screen, m.2 samsung 950 Pro Getting 2,000mb second read and writes,
Graphis is using the Nvidia Quadro M2000M  with 4GB memory

Having moved from my desktop Imac I5 3.2Ghz I have shattered to see that my power laptop is so much slower.
I have read all the threads here and so resulted at looking at alternatives, In doing so I found a way of speeding up lightroom on my system, Not lighting fast but so much more usable without much lag.

I installed the demo version of On1 photo Raw 
in developer mode of On1 it is even worse than lightroom.
However what I noticed was that, If I leave On1 running in the background and then launch lightroom, Lightroom seems now to be so much faster, If I close On1 down and launch lightroom then Lightroom seems slower again.
On1 during installation will install plugins to lightroom (not sure if this has any affect)

My next task will be to look at my graphics drivers and to also test capture one pro.
I shall be following this thread for potential fixes.

I have also tried disabling hyper threading which made no difference.
I also fired up a Win7 VM using 1 processor but again this made no difference in performance.
I shall welcome any other fixes to try and hope Adobe get on top of this.

20 Messages

 • 

796 Points

It's a shame Adobe has allowed this to go on for so long.  It's unfair of them to hold us hostage with their software, we've invested in them, they should invest in us.

I've started contacting photography blogs and notifying them about the issue. I hope one of them picks the story up and runs with it. I recommend contacting blogs like Fstoppers yourself and let them know. https://fstoppers.com/contact
If we organize our efforts and make enough noise we can get Adobe to address the issue. 

Adobe Administrator

 • 

15.4K Messages

 • 

291.4K Points

@John, if the sliders are really clunky to slide, that seems to indicate that Use Graphics Processor is disabled, or is using an integrated GPU, or a bad driver. It may help if we could see your Lightroom System Info. Launch Lightroom, and select Help > System Info... and copy/paste the text in a reply.

Sr. Product Manager, Adobe Digital Imaging

150 Messages

 • 

2.9K Points

I have suggested to fstoppers earlier today to do an article on this issue. We all had enough restarting lightroom every 5 minutes if we want a performance boost. Pathetic.

20 Messages

 • 

796 Points

Thanks for doing that Assaf.
If we can get others to do this, they might pick the story up and we'll finally get Adobe's full attention.

150 Messages

 • 

2.9K Points

Jeffrey. The fact you are asking to post system info after such a long time this issue has been flagged is so disappointing. If I were you I would acknowledge the issue and put all my efforts to fix it, run test systems, use other photographers catalogs if necessary, many of us will help you. I live near your HQ in the UK and will be happy to bring my PC 8 core cpu and show you the problem. I don't think you really need another sys info. Come on. Most of us are computer geeks and this slowdown after restart is not that hard to replicate. All we want is a fix and if you can be honest with us until then it will be apprichated. Thank you for your understanding.

Adobe Administrator

 • 

15.4K Messages

 • 

291.4K Points

Unfortunately we don't have any Lightroom developers in the UK. The easiest way to start is to look at your Lightroom settings from your system info.

Sr. Product Manager, Adobe Digital Imaging

150 Messages

 • 

2.9K Points

Ok. How about logmein. I have it installed on my computer and You can login to my pc from your office and run tests see the settings etc.

12 Messages

 • 

244 Points

Ok so they want system info. Well here's mine. Problems are the same as with all other users (posted earlier) 

Lightroom-versie: 6.8 [ 1099473 ]Licentie: Onbeperkt
Besturingssysteem: Windows 7 
Versie: 6.1
Toepassingsarchitectuur: x64
Systeemarchitectuur: x64
Aantal logische processors: 12
Processorsnelheid: 2,6 GHz
Ingebouwd geheugen: 24125,5 MB
Beschikbaar fysiek geheugen voor Lightroom: 24125,5 MB
Fysiek geheugen gebruikt door Lightroom: 2948,0 MB (12,2%)
Virtueel geheugen gebruikt door Lightroom: 2957,1 MB
Cachegeheugengrootte: 2203,1 MB
Maximumaantal door Camera Raw gebruikte threads: 12
Camera Raw SIMD-optimalisatie: SSE2
Dpi-instelling systeem: 96 dpi
Bureaubladcompositie ingeschakeld: Ja
Schermen: 1) 2560x1440, 2) 1920x1080
Invoertypen: Multi-aanraking: Nee, Geïntegreerde aanraking: Nee, Geïntegreerde pen: Ja, Externe aanraking: Nee, Externe pen: Ja, Toetsenbord: Nee

GPU-info: 
GeForce GT 610/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 376.33
Renderer: GeForce GT 610/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler


Toepassingsmap: C:\Program Files\Adobe\Adobe Lightroom
Bibliotheekpad: C:\Lightroom\Urbex\Urbex\Urbex.lrcat
Map Instellingen: C:\Users\T5650\AppData\Roaming\Adobe\Lightroom

Geïnstalleerde plug-ins: 
1) Canon-plug-in voor tethering
2) Facebook
3) Flickr
4) HDR Efex Pro 2
5) Helicon Focus Export
6) Leica Tether-plug-in
7) Tetheringplug-in voor Nikon

Config.lua-vlaggen: None

Adapter 1: Leverancier : 10de
Apparaat : 104a
Subsysteem : 84601043
Revisie : a1
Videogeheugen : 1999
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Luidsprekers (SoundMAX Integrated Digital High Definition Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: LR5x4
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: 2048
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS: 4
GL_MAX_VIEWPORT_DIMS: 16384,16384
GL_RED_BITS: 8
GL_RENDERER: GeForce GT 610/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.5.0 NVIDIA 376.33
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance 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_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_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding 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_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_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_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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs 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_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_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness 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_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render 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_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 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_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object 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_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_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NV_shader_thread_group GL_KHR_blend_equation_advanced 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 

150 Messages

 • 

2.9K Points

Here is mine

Lightroom version: CC 2015.8 [ 1099473 ]License: Creative Cloud
Operating system: Windows 10
Version: 10.0
Application architecture: x64
System architecture: x64
Logical processor count: 16
Processor speed: 3.0 GHz
Built-in memory: 65446.8 MB
Real memory available to Lightroom: 65446.8 MB
Real memory used by Lightroom: 2287.9 MB (3.4%)
Virtual memory used by Lightroom: 2417.8 MB
Memory cache size: 732.8 MB
Maximum thread count used by Camera Raw: 16
Camera Raw SIMD optimization: SSE2,AVX,AVX2
System DPI setting: 144 DPI (high DPI mode)
Desktop composition enabled: Yes
Displays: 1) 3840x2160
Input types: Multitouch: No, Integrated touch: No, Integrated pen: Yes, External touch: No, External pen: Yes, Keyboard: No

Graphics Processor Info: 
GeForce GTX 980 Ti/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 378.66
Renderer: GeForce GTX 980 Ti/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler


Application folder: C:\Program Files\Adobe\Adobe Lightroom
Library Path: L:\LR Catalog\LR 6 Catalog Full\LR 6 Catalog Full.lrcat
Settings Folder: C:\Users\User\AppData\Roaming\Adobe\Lightroom

Installed Plugins: 
1) ColorChecker Passport
2) Export to Photomatix Pro
3) jb Search Replace Transfer
4) jf Metadata Wrangler
5) jf Snapshot on Export
6) LR/Transporter
7) Stockboxphoto

Config.lua flags: None

Adapter #1: Vendor : 10de
Device : 17c8
Subsystem : 32331462
Revision : a1
Video Memory : 6103
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: LR5x4
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: 2048
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS: 4
GL_MAX_VIEWPORT_DIMS: 16384,16384
GL_RED_BITS: 8
GL_RENDERER: GeForce GTX 980 Ti/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.5.0 NVIDIA 378.66
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_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_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_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_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness 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_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate 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_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_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object 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_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 

8 Messages

 • 

174 Points

Here is mine as well...

Lightroom version: CC 2015.8 [ 1099473 ]License: Creative Cloud
Operating system: Windows 10
Version: 10.0
Application architecture: x64
System architecture: x64
Logical processor count: 20
Processor speed: 3.0 GHz
Built-in memory: 130979.6 MB
Real memory available to Lightroom: 130979.6 MB
Real memory used by Lightroom: 1920.9 MB (1.4%)
Virtual memory used by Lightroom: 2455.3 MB
Memory cache size: 2457.9 MB
Maximum thread count used by Camera Raw: 20
Camera Raw SIMD optimization: SSE2,AVX,AVX2
System DPI setting: 120 DPI
Desktop composition enabled: Yes
Displays: 1) 3840x2160, 2) 1920x1080, 3) 1920x1200
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No

Graphics Processor Info: 
GeForce GTX 1080/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 378.66
Renderer: GeForce GTX 1080/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler


Application folder: C:\Program Files\Adobe\Adobe Lightroom
Library Path: D:\Catalogs\Lightroom\Lightroom Catalog.lrcat
Settings Folder: C:\Users\ottjo\AppData\Roaming\Adobe\Lightroom

Installed Plugins: 
1) AdobeStock
2) Canon Tether Plugin
3) DxO OpticsPro 11
4) DxO OpticsPro 11 Importer
5) Export to Photomatix Pro
6) Facebook
7) Flickr
8) HDR Efex Pro 2
9) Leica Tether Plugin
10) Merge to 32-bit
11) Nikon Tether Plugin
12) ON1 Photo RAW 2017
13) ON1 Resize 2017

Config.lua flags: None

Adapter #1: Vendor : 10de
Device : 1b80
Subsystem : 61833842
Revision : a1
Video Memory : 8000
Adapter #2: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: U28D590-8 (NVIDIA High Definition Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: LR5x4
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 1080/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.5.0 NVIDIA 378.66
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_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_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_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_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness 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_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_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_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 

Adobe Administrator

 • 

15.4K Messages

 • 

291.4K Points

A common thread seems to be Windows and nVidia (w/recent drivers). Have any of you tried disabling Use Graphics Processor? Is performance consistent without gradual slowdown?

Sr. Product Manager, Adobe Digital Imaging

8 Messages

 • 

174 Points

I have tried using it without GPU acceleration and the issue persists. Everything starts off fine and after processing a few photos, it gradually gets slower and slower to the point where I have to restart Lightroom

150 Messages

 • 

2.9K Points

This has been here for more than a year and l had since install so many nvidia drivers that there is no way its the graphic driver. Its more likely the code in lightroom.

Anyway I think you should all watch this video that says exactly how we all feel.

https://youtu.be/JnaTRK9moxo

443 Messages

 • 

6.6K Points

4 years ago

That doesn't surprise me at all; I have to install Apple's Quicktime to get LR's Slideshow to work without stuttering. Just downloading On1 Raw!


Bob Frost

5 Messages

 • 

108 Points

4 years ago

Here mine - Intel Xeon CPU E5-1650 v4 @ 3.60GHz

Version von Lightroom: CC 2015.2.1 [ 1046594 ]Lizenz: Creative Cloud
Betriebssystem: Windows 10
Version: 10.0
Anwendungsarchitektur: x64
Systemarchitektur: x64
Anzahl logischer Prozessoren: 6
Prozessorgeschwindigkeit: 3,5 GHz
Integrierter Speicher: 32684,3 MB
Für Lightroom verfügbarer phys. Speicher: 32684,3 MB
Von Lightroom verwendeter phys. Speicher: 3531,8 MB (10,8%)
Von Lightroom verwendeter virtueller Speicher: 3623,2 MB
Cache-Speichergröße: 6303,6 MB
Maximale Anzahl Threads, die Camera Raw verwendet: 6
Camera Raw SIMD-Optimierung: SSE2,AVX,AVX2
DPI-Einstellung des Systems: 96 DPI
Desktop-Komposition aktiviert: Ja
Monitore/Anzeigegeräte: 1) 1920x1080
Eingabetypen: Multitouch: Nein, integrierte Toucheingabe: Nein, integrierter Stift: Nein, externe Toucheingabe: Nein, externer Stift: Nein, Tastatur: Nein

Informationen zum Grafikprozessor: 
Quadro K2000/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 368.39
Renderer: Quadro K2000/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler


Anwendungsordner: C:\Program Files\Adobe\Adobe Lightroom
Bibliothekspfad: C:\Users\XXX\Qsync\Katalog\Lightroom Catalog.lrcat
Einstellungen-Ordner: C:\Users\XXX\AppData\Roaming\Adobe\Lightroom

Installierte Zusatzmodule: 
1) Canon Tether-Zusatzmodul
2) Facebook
3) Flickr
4) jf Flickr
5) jf Metadata Wrangler
6) jf Run Any Command
7) Leica Tether-Zusatzmodul
8) LR/Enfuse
9) LR/Mogrify 2
10) Nikon Tether-Zusatzmodul
11) Piwigo

Config.lua-Flags: None

Adapter Nr. 1: Anbieter : 10de
Gerät : ffe
Subsystem : 94c103c
Version : a1
Grafikspeicher : 1989
Adapter Nr. 2: Anbieter : 1414
Gerät : 8c
Subsystem : 0
Version : 0
Grafikspeicher : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Lautsprecher (Realtek High Definition Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 44100
Build: Uninitialized
Direct2DEnabled: false
GPUDevice: not available
OGLEnabled: true

5 Messages

 • 

108 Points

4 years ago

Hi Jeffrey,

I have tried several nVidia drivers (older versions / latest versions) and I have played with the and GPU acceleration settings - but nothing helps.
I spent a lot of money in a brand-new HP Workstation Z440 (Intel Xeon CPU E5-1650 v4 @ 3.60GHz) and immediately the problems appeared. It is a fresh, clean installation on the Z440 without any other software on it. Lightroom slow down after a short while and I had to restarted again and again to make it possible to work.
In parallel, I use my Notebook, a HP Zbook mobile Workstation (Core i7-4800MQ), and I can work without any problem. 

Maybe you see, that I work now with LR CC 2015.2.1, because this is the latest version, where the XEON CPU performance issue NOT appears. 

This all makes me sad. I pay month by month without using the latest version of LR, because it just doesn’t work on an expensive, new Workstation.

We all need help. Thanks for your support.

32 Messages

 • 

870 Points

Is exactly exacly the same problem on my pcs:
  • Problem (slow down, only solution is restart LR again an again and again) with high end Workstation: CELSIUS M720 POWER, Intel(R) Xeon(R) CPU E5-1650 0 @ 3.20GHz, 3201 MHz, 6 Kern(e), 12 logische(r) Prozessor(en) and Grafic-Card NVIDIA Quadro K5000
  • No Problem with:  Laptop Intel Core i7-5500 CPU @ 2,4 GHz, 8 GB Ram

I do not understand why Adobe does not give a statemant! Please Adobe tell us, that you are working on it. (My test: https://forums.adobe.com/thread/2210245)

20 Messages

 • 

796 Points

Thanks for your comments, but Adobe in general is ignoring these threads. Best to take these issues to a larger audience. Please, take two minutes of your day and fill out this form stating your problems with Lightroom.  https://fstoppers.com/contact If a big blog like FStoppers posts a story about the issue then maybe Adobe will listen.  And yes, it is a shame adobe holds us hostage with poor performing software. They should at least offer a discount for those of us who their software doesn't perform as promised. 

12 Messages

 • 

244 Points

Message send to Fstoppers.

150 Messages

 • 

2.9K Points

4 years ago

Has anyone had any performance improvement with the new version that came out yesterday? Lightroom CC 2015.9 ?

4 Messages

 • 

152 Points

I haven't. I just put together an AMD 1700x system, fresh install of Windows 10, running Lightroom at 4k and it's absolutely horrendous. It brought me here to read and I'm just blown away. I have used LR on my MacBook Air and MacBook Pro for over 4 years, zero issues. I put together this new machine to get faster exporting/processing of photos, and I end up being so insanely frustrated that I can't edit! It's unreal.

20 Messages

 • 

796 Points

Welcome to the club! My advice is to write to Fstoppers.com and hopefully they'll pick up the story. Write them a quick message summarizing the problem and how Adobe is not addressing it. https://fstoppers.com/contact

443 Messages

 • 

6.6K Points

How do you know Adobe is not addressing it? I suspect it needs a complete rewrite of LR's basic code to sort these problems out. I doubt it is just a simple bug that can be popped out as another . release. Hopefully, LR7/CC2017 will be that rewrite!

Mind you, they could solve an awful lot of problems by turning OFF the use of a GPU by default. How many times has that problem come up in the forums? Simple answer - action zilch.

Bob Frost

20 Messages

 • 

796 Points

GPU usage isn't the problem with us high core count CPU users. We're talking about a problem that makes LR literally unusable for power users. This isn't a hobby for me, it's my job and I need this software to do what I pay for it to do. As a business owner I want them to properly address the issue at hand, and for me and many others I assume, that would mean Adobe making a public statement. Hearing tech support quietly say they are aware of the issue doesn't inspire confidence that it's being addressed as it should be. I want to see something in writing that states Adobe is working on a solution so we don't have to start migrating to another platform.

18 Messages

 • 

354 Points

I could not have written this better ! 

443 Messages

 • 

6.6K Points

My own computer (home built) is a 6/12 core win10 machine with a Quadro gpu card, but only a 2760x1440 eizo monitor. It works fine with all 6/12 cores and with it restricted to 4/8 cores. It's a i7 5930K Haswell-E cpu, not a Zeon which is where this all started I think.

Bob Frost

20 Messages

 • 

796 Points

I've got a 8/16 core 6900K and a GTX1080 GPU and LR is as slow as molasses. I'm currently importing around 4,500 files and the convert to DNG and build 1:1 previews takes twice as long on my machine as it does on a slower spec'd late 2013 MacBook Pro with 4 cores. This is unacceptable. 

20 Messages

 • 

796 Points

If we all just made some noise rather than sitting around hoping for someone to fix our problem we'd have this problem addressed and solved much sooner. Please, reach out to FStoppers.com and let's get some eyes on this issue.  https://fstoppers.com/contact

4 Messages

 • 

152 Points

Welcome to the club! My advice is to write to Fstoppers.com and hopefully they'll pick up the story. Write them a quick message summarizing the problem and how Adobe is not addressing it. https://fstoppers.com/contact
That is not really the welcome I was wanting...but thanks! haha Submitted my request for fstoppers to research/write an article about Lightroom's lackluster performance on higher-end systems!

12 Messages

 • 

244 Points

Scott Gold,

I wrote to fstoppers 2 months ago. Was expecting some kind of answer, but untill now no answer at all. 

20 Messages

 • 

796 Points

No one is gonna answer.  It's not on their radar yet, but if they get enough emails they might pick the story up and run with it. I'll email them again today.

12 Messages

 • 

244 Points

I put this on there Facebook:

Hi, Lightroom has a lot of problems on multi core computers. Please do something about it or let us users know that you are working on the problem.

With a link to this thread

They answered me with the Following:

Hi Rob, I would request you to please add your vote on the link you have provided, if already done we appreciate it.
I will surely pass the feedback to the team asking about the progress made on it. ~Tanuj

So lets all vote and post something on there Facebook >> https://www.facebook.com/Adobe/?rc=p

150 Messages

 • 

2.9K Points

done

4 Messages

 • 

152 Points

Rob, I'm confused - what's the "please add your vote on the link you have provided"? I'm not following where I'm supposed to vote on something, but do see your comment and their response on their FB page.

87 Messages

 • 

1.6K Points

My system is fully optimized. SSD NVMe, SSD normal, each project with a new catalogue, Win 10x64, 32 GiB DDR4-3000, LR CC 2015.9 and an Intel 6900k @ 4 GHz (8 real cores, 1100$-CPU).
Right now i'm editing a wedding. It is soooo slow and while Export you barely can do anything. Maybe two pictures can be edited then in one minute. This is not professionell.

Here comes a possible solution.
I'm always doing SmartPreviews sind 2015.6 (or so). And additionally sometimes 1:1-Previews.
I deleted all the 1:1-Previews, rendered the SmartPreviews again and... editing is fun again. OK, somewhat fun...
Let's see whats happening while exporting...

Seems that LR has problems when Smart- AND 1:1-Previews do exist.

Can you confirm this?

20 Messages

 • 

796 Points

I only use 1:1 previews and editing is glacially slow. So, I don't see evidence that it's a problem with Smart and 1:1 previews.

You're right, this is not professional. I've have exactly the same specs as you and it took my rig 2 days to import 4,350 photos. All I did was convert to DNG and build 1:1 previews. This is insanity. 

443 Messages

 • 

6.6K Points

The difference between smart previews and 1:1 previews with my images is enormous. My D810 nefs are 36 MP, so 1:1 previews will be the same size. But Smart previews are only 4.3 MP (2650x1706) so the difference in size is a factor of 8! So rendering 4.3MP might only take 1/8th of the time that a 1:1 takes, ie your 48 hours with 1:1s might only be just 6 hours with smart pixels.

20 Messages

 • 

796 Points

Hmmm. I'll run some tests and report back. Thanks,

87 Messages

 • 

1.6K Points

Smart Previews are very cool.
But... After doing the Exports LR sticks in being slow. Damn.

What i need: A Converter that converts all LR-Presets to Capture One-Presets.
Seriously, i will give it a third try whenever i got some spare time.

150 Messages

 • 

2.9K Points

me too!!!

6 Messages

 • 

182 Points

4 years ago

Same issues, xeon quad core, 16gb ram, ssd with plenty of space, x280 r9 gpu. 
Very slow to view 1:1s, regardless of smart preview settings, to switch between images, and refresh after making more than a few brush adjustments. Issues present for all of ver 6. Have updated to the latest via CC when available. Problem persists. Looking to switch to Capture One if not fixed by the time Sony release their A7rII replacement (currently shooting Pentax).

8 Messages

 • 

174 Points

4 years ago

Just curious, is there anyone exibiting this same Lr slowness when using an AMD/ATI graphics card by chance?  Trying to determine if this is just affecting users with Nvidia graphics cards

216 Messages

 • 

4.8K Points

I'm having the same troubles using a 4k display with an AMD Radeon card:

Lightroom version: CC 2015.9 [ 1106920 ]
License: Creative Cloud
Operating system: Windows 7
Version: 6.1
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

443 Messages

 • 

6.6K Points

4 years ago

Hi Simon, If you are still reading this thread, here are some timings about the slowdown in exporting/importing 24MP nefs onto an internal HDD. Using Haswell-E cpu i75930K with all 6/12 cores.

Average cpu usage (Resource Monitor, Win10)

Initial      84%, all 12 usage graphs similar in appearance, hitting 100% much of the time.

After 5 minutes    74%

After 10 minutes  69%

After 30 minutes  50%

After 60 minutes  41%

........................................................

At that point I stopped the process and waited until all cpu and disk activity had died down, and then I restarted the export/import process.

Initial     41%, ie simply stopping the process and resuming it had no effect, it was still slow.

..........................................................

Then I closed LR, restarted it, and resumed the export/import process

Initial    88%.  So closing and restarting LR (CC 2015.9) put the process back at full speed!


Any help?


Bob Frost

20 Messages

 • 

796 Points

I've noticed something similar. When first starting the import of photos, my rig will convert an image to DNG in about 4 seconds. After about 20 minutes that number grows to 15 seconds. The longer the computer converts images the longer the convert time is. I've recently seen my take up to 30 seconds to convert a single image. Again, this is not right and should be treated seriously by Adobe. 

150 Messages

 • 

2.9K Points

same here export degrading after time. see here my original post from 8 months ago
https://feedback.photoshop.com/photoshop_family/topics/lightroom-image-export-is-much-faster-after-r...

443 Messages

 • 

6.6K Points

Adding to my previous posts about slowdown in Rendering 1:1 previews, here is the screenviews of the cpu and disk activity as shown in Resource Monitor (Win10).

First a fresh start to rendering after closing LR, and clearing the Standby Memory with RAMMAP (Ms)

Each D810 nef with some standard edits takes about 5 secs.


After an hour or two this is the screen view:-

Now you can see it is taking about 15 secs per nef, same edits.

Just closing LR and restarting does NOT recover the speed; I have to clear the Standby Memory or reboot to get the speed back. This is different to the slowdowns in exporting where just closing and restarting LR DOES get the speed back!

"Curioser and curioser" said Alice. ;)


Bob Frost

Employee

 • 

1.7K Messages

 • 

32.4K Points

4 years ago

There has been some under-the-hood threading changes in Lr CC 2015.10 (Lr 6.10), the team like to hear your feedback on if anything has changed for you with the Lr CC 2015.10 (Lr 6.10) update.  Furthermore, we have added some configuration flag that allows tweaking how Lightroom makes uses of the multiple CPU cores. If the problem still persists, you could do a test as described below and report back if you can get improved interactive editing performance:
  1. Open Lightroom.
  2. Invoke Lightroom > Preferences... menu command
  3. When the Preferences dialog appears, select the Presets tab.
  4. Click on the button labeled “Show Lightroom Presets Folder...”
  5. Lightroom will reveal the root preset folder in the Finder/Explorer.
  6. Now goto https://adobe.ly/2oqzWOX and download the config.lua file and copy it into the Lightroom preset folder that Finder/Explorer selected at step 5. The config.lua file will set a ratio (<=1.0, default is 1.0) on the maximum number of concurrent threads that Lr would use as relative to the total number logical CPU cores on the machine.
  7. Relaunch Lr. If you did step 1 though step 6 correctly, you should see the following entry reported in Lightroom's System Info dialog, which will essentially instruct Lr to not use more than the number of physical CPU cores of threads plus 1.
Config.lua flags: 
Develop.AdjustMaximumThreadCount = 0.51

     8. Now do your normal thing in Lr and report back your experience.You can further tweak the value of "AdjustMaximumThreadCount" in the config.lua file to see if things changes for you.
     9. Remove or rename the config.lua from the Lightroom preset folder after the experiment.

Principal Scientist, Adobe Lightroom

Champion

 • 

2.2K Messages

 • 

37.4K Points

On my generally well performing quad-core i7-860 processor system there was no change in performance, which I guess is expected. I'm surprised none of the 6+ core processor users posting here haven't given this a try....no takers?

6 Messages

 • 

152 Points

Thank you for your work trying to resolve this vexing issue.
Summary: I see some improvement but LR still slows rapidly over time, esp. when editing heavily.

Details:
The config.lua file significantly improves export to jpeg, probably 3-4x as fast as before.

It also provides good improvement in moving from image to image in the Library Module - previously 5-10 seconds, now 1-5 seconds.

In the Develop module, the speed is ok at first (1-4 seconds pause between) but after heavily editing several images with multiple gradients, brushes,  radial filters, and color adjustments, LR slows to 5-30 seconds, and the tools themselves still slow way down.

Starting last fall I have had to be sure NOTHING else was open on my machine, esp. Firefox. to edit in LR at all. Now those other apps don't seem to have a negative effect.

I am shooting 50mp raw images (DNG) from Canon 5DSr.  Machine: 32GB ram, 6 cor i7-3930K, @ 3.2 GHz, SSD for C.

I am happy to test additional changes if it is helpful.

216 Messages

 • 

4.8K Points

Using a very similar machine as you have it would be interesting which video adapter and which resolution you are using.

24 Messages

 • 

432 Points

Hey Simon, I've been directed here to try this fix by another user. I must be doing something wrong, because I'm seeing "Config.lua flags: None" in my System Info window after copying the file to the folder that opens up when I click "Show Lightroom Presets Folder" (User > AppData > Roaming > Adobe)

I'm running windows 10, most up to date Lightroom, and an i7-4800MQ CPU

216 Messages

 • 

4.8K Points

You have to copy the file into the Lightroom subfolder of the User > AppData > Roaming > Adobe directory

12 Messages

 • 

244 Points

I see some improvement editing several photo's. I'll have to do some more editing this week. I'll get back to you.

Employee

 • 

1.7K Messages

 • 

32.4K Points

Copy the config.lua file into User > AppData > Roaming > Adobe > Lightroom.

Sorry for the late response. I just got back from a leave.

Principal Scientist, Adobe Lightroom

580 Messages

 • 

12.1K Points

Hey Simon, I would just like to pitch in here and say that I'm gobsmacked! I never even thought that Lightroom was capable of doing what I'm seeing it do now that I've taken the steps suggested. I'm actually trying to keep up with the speed(someone please pinch me now, I am dreaming right!?!). I may be counting chickens but so far I've just been going through image after image and doing my general edits for an event and it's all snappy with the config.lua doing it's thing. I was a bit adamant to give it a go because I, like some others here, didn't quite get what it would do(in fact, assumed that it would use less cores). After reading your metaphor of the traffic scenario, I thought ahhh lets try. Jerry happy :-)

150 Messages

 • 

2.9K Points

Hi Jerry,

can you let me know the what is the line in the config.lua
and do you notice any degradation in performance after a while
and what is your spec (CPU/GPU/OS)

Thank you in advance.
Assaf

580 Messages

 • 

12.1K Points

Oh dear!!! I may have been a bit hasty in my response ;-(!! Ashamed of myself, I stayed quiet until someone called me out. I guess when something appears too good to be true, they are in fact, too good to be true. Two things 1. I was using smart objects so this was not a fair test as I was not working on the full RAW file. 2. Things did degrade after about 10mins or so. n.b I switched off Smart Previews to see what it would be like - result, laggy but I must admit that after testing both cases(with or without smart previews) things are marginally better than before but nothing to jump and scream about. Also, in both cases, things did degrade after minutes of a LR restart.

Config.lua flags:
Develop.AdjustMaximumThreadCount = 0.51

Lightroom version: CC 2015.10 [ 1111918 ]
License: Creative Cloud
Operating system: Windows 10
Version: 10.0
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 3.4 GHz
Built-in memory: 16325.8 MB

Graphics Processor Info:
GeForce GTX 1060 6GB

..............................

Now I go bury my head 

150 Messages

 • 

2.9K Points

No worries mate, I have also started using smart previews and it makes a big difference, but it is not ideal when you need to check focus and zoom in, but it is defiantly more responsive.

The main issue I want adobe to concentrate is the performance degradation.

after restart everything is always much faster (without smart previews) and also creating panoramas are half the time if not less.
my Config.lua flags is the same: 
Develop.AdjustMaximumThreadCount = 0.51

which I think makes a some difference in performance.
but hey fix the performance degradation...

we had enough restarting lightroom every time we want to speed up things.

580 Messages

 • 

12.1K Points

Haha! I know the feeling buddy. If only it continued working as when we first launched the program. I think they are working on something to nail this issue finally so fingers crossed. 

443 Messages

 • 

6.6K Points

Hi Simon,

I tried your config.lua a while ago and found no difference in the slowdown in rendering with time, BUT have now realised I had it in the wrong LR folder!!! Copying the .51 config.lua to the correct folder seems to have cured the slowdown in rendering D810 nefs. Early days, but I have just rendered about 1200 nefs without any slowdown!

I haven't tried the config.lua with 0.5 but will do later.

Some months ago, I had a look at what LR is doing during rendering with MS Process Monitor (filtered on lightroom.exe). I could see that when rendering became slow after an hour or more, it seemed to be spending more time creating and closing threads without anything happening (the RH side of the data lines were full of zero times). Is that the logjam; too many threads being created which can't get onto the 'motorway' and thus wasting LR time? Just had a look again at it running with 0.51 after 1200 renders and there seem to be far fewer threads being created and closed than before. I'm not a programmer, but this did seem to be a clue to me.

I'll let this rendering continue for another hour or so, and then try the other setting, but you might, just might, have solved my slowdown problem. Never had a slowdown with editing, but then I don't sit editing for hours - it's my hobby, not work ;)

Bob Frost

20 Messages

 • 

796 Points

4 years ago

Doing an import of about 4,000 images right now and it's slow as ever. Out of 16 logic processors one of them is straight up pegged at 100% while all the others flutter around 20-50%. Doesn't make any sense.

Employee

 • 

1.7K Messages

 • 

32.4K Points

4 years ago

Import performance is a known issue that we're working on. Historically, Lr likes to import one photo at a time. There are customers who wants to start the import and then walks away until the import finishes. For those customers, they want Lr to use all the compute resources that are available to the machine to maximize the throughput. While there are customers who want to go through and reviewing the photos while the import is running, so they still want the Lr to be very responsive without the import taking up all the available compute resource. There is a dilemma here and historically Lr tried to optimize the latter usage scenario.

Principal Scientist, Adobe Lightroom

20 Messages

 • 

796 Points

Responsive while importing??? What? LR performs horribly while importing, it's slow and lags. Why would anyone want to work on photos like this while importing? 
I would love to see the machines you're testing LR on. I can't believe a system as capable as mine runs LR so poorly. It's a testament to LR's poor coding.

55 Messages

 • 

1.6K Points

Heh, yes this amused me as well. If I forget to start an import before I go to bed, I lose half a working day waiting for it to complete :/

418 Messages

 • 

7.8K Points

So detect mouse and keyboard inputs and shift the UX. If I'm here, dial it back. If the mouse isn't moving nor the keyboard clicking, jack up the import. This is how FCPx works. Video rendering pauses when I move my mouse over any UI elements. If I stop for 5+ seconds, the render pegs my CPU. 

216 Messages

 • 

4.8K Points

4 years ago

Simon, I did a performance test on exporting 1000 RAWs (Nikon D800 NEFs) to JPG on my machine

System architecture: x64
Logical processor count: 12
Processor speed: 3,2 GHz
Built-in memory: 16323,2 MB

without the recommended Config.lua file it took
   2h and 13 minutes.

with the Develop.AdjustMaximumThreadCount = 0.51 it took
  1h and 43 minutes

both time LR new started.

this would mean a performance improvement of nearly 25%

Employee

 • 

1.7K Messages

 • 

32.4K Points

Thanks Arnold.This is consistent with the systems that we ran so far. 

How about the Lr response when you are doing interactive develop edits, like when moving a develop slider or during brushing? The expectation is that it would feel an improvement as well.

You can keep the config.lua in place for now since it clearly helps your case. We like to hear some real world feedbacks before making the new default permanant in a future Lr update.

Principal Scientist, Adobe Lightroom

216 Messages

 • 

4.8K Points

Simon,

you are right, this is a step to better performance.

But somehow I still don't get the right picture of this issue, so please correct me if I'm wrong:
If I understand you right, the current feature (Develop.AdjustMaximumThreadCount) limits my parallel threads to a lower number and somehow this leads to a better performance compared to the usage of all CPUs and threads.
Therefore in my understanding this Develop.AdjustMaximumThreadCount should only be a kind of debugging feature for bringing feedback from the field to the Adobe developers to be able to further identify the exact root causes.
The real aim should be a software structure which enables all users to make use of the full processor power of their systems for getting best performance. This includes that using 6 cores in parallel should perform (nearly) 1.5 times better than using 4 cores and not being forced to disable 2 cores to make use of a software architecture being able to use a max of 4 cores.

Employee

 • 

1.7K Messages

 • 

32.4K Points

The new config setting does not prevent Lightroom from making use of all the CPU cores. Lightroom would still be using all the CPU cores. The config setting works more like a traffic stop onto a highway on-ramp during a rush hour. When the performance bandwidth of a system is limited (in this case, the bottleneck could be the CPU, RAM, system mother board, disk i/o etc), one could get more traffic through by avoiding a traffic jam at all cost. In this case, it limits the amount of traffic that let go onto the highway lanes at any given time and making sure the traffic that is already in the fast lanes will get to their destination efficiently and quickly.

Principal Scientist, Adobe Lightroom

82 Messages

 • 

1.3K Points

OK. Lovely explanation. :-) Thanks. Now this rises the second logical question: Why 0.51? ;-) Have you simulated it to be the best? Isn't this ratio number optimization of the traffic processor model and even vendor dependent? ;-)

7 Messages

 • 

256 Points

4 years ago

After reading new comments above I had to try it. I can say I felt the improved performance immediately...

I ́m usually working with 32bit HDR Tiffs with the resolutions of 13000x6500px to 18000x9000px. Today i could feel the improved performance not only while importing them, but as you say Simon also with the "interactive develop edits, like when moving a develop slider or during brushing". I tried all of these. Sliders are so fast, that I was not sure if I ́m not dreaming... Working with gradual/radial filters and brushes is fast as hell, i tried to do some steps, which made it very slow (= applying several radial filter and did some brushing in them and repeated this on several other 32bit HRes panos) - didn ́t notice some remarkable drop in speed. Wow wow and wow. Thanks a lot!

I ́m glad that finally the problem is going to be solved. I was thinking to leave LR already for a long time, but Capture One and Afinity does not support 32bits yet = I had no other chance than to work with LR. During last year I tried to improve the performance of my PC by adding more memory, using M.2 SSD, also hardware SSD RAID, but nothing helped :( But today, the same amount of work which I usually did within 3-4 hours I was able to do just in one hour! Only because it is now muuuch faster and I don ́t need to wait for each step so looong. Many many thanx!

Here is my system :
(it is Xeon E5-1620-V3)

Lightroom version: CC 2015.10 [ 1111918 ]License: Creative Cloud
Operating system: Windows 10
Version: 10.0
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 3,5 GHz
Built-in memory: 32668,1 MB
Real memory available to Lightroom: 32668,1 MB
Real memory used by Lightroom: 3788,8 MB (11,5%)
Virtual memory used by Lightroom: 4282,7 MB
GDI objects count: 689
USER objects count: 2427
Process handles count: 1770
Memory cache size: 1053,9MB / 7911,0MB (13,3%)
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 2830MB / 16334MB (17%)
System DPI setting: 96 DPI (high DPI mode)
Desktop composition enabled: Yes
Displays: 1) 1920x1080, 2) 1280x1024, 3) 3840x2160
Input types: Multitouch: Yes, Integrated touch: Yes, Integrated pen: Yes, External touch: No, External pen: Yes, Keyboard: No

Graphics Processor Info: 
GeForce GTX 970/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 381.65
Renderer: GeForce GTX 970/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler


Application folder: C:\Program Files\Adobe\Adobe Lightroom
Library Path: C:\Users\Igor\Pictures\Lightroom\Lightroom Catalog.lrcat
Settings Folder: C:\Users\Igor\AppData\Roaming\Adobe\Lightroom

Installed Plugins: 
1) AdobeStock
2) Canon Tether Plugin
3) Facebook
4) Flickr
5) HDR Efex Pro 2
6) Leica Tether Plugin
7) LRT Export
8) Nikon Tether Plugin

Config.lua flags: 
Develop.AdjustMaximumThreadCount = 0.51

Adapter #1: Vendor : 10de
Device : 13c2
Subsystem : 31711462
Revision : a1
Video Memory : 4059
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: LR5x8
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: 2048
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS: 4
GL_MAX_VIEWPORT_DIMS: 16384,16384
GL_RED_BITS: 8
GL_RENDERER: GeForce GTX 970/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.5.0 NVIDIA 381.65
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_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_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_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_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness 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_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate 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_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_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object 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_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 

Employee

 • 

1.7K Messages

 • 

32.4K Points

Thank you for the feedback.

Principal Scientist, Adobe Lightroom

7 Messages

 • 

256 Points

" i tried to do some steps, which made it very slow" sorry, I meant i repeated the steps as usually - BEFORE it was very slow. now it is OK, very fast...

150 Messages

 • 

2.9K Points

4 years ago

Hi Simon, I have done some testing and I can see an improvement however the issue I can see is that after a lightroom restart things are fast, then after working for 3-5 minutes things get slow again. the best way to replicate it is to export 50 images after a lightroom restart then do it again just after they finish exporting and then again (without restarting), you will notice each time the export is slower and the CPU utilisation will be lower and lower. This is happening with  
Config.lua flags: 
Develop.AdjustMaximumThreadCount = 0.51

and without it, this is an old problem.

can other confirm there is performance desegregation after working for few minutes either for export or in development mode?

Lightroom version: CC 2015.10 [ 1111918 ]License: Creative Cloud
Operating system: Windows 10
Version: 10.0
Application architecture: x64
System architecture: x64
Logical processor count: 16
Processor speed: 3.0 GHz
Built-in memory: 65446.8 MB
Real memory available to Lightroom: 65446.8 MB
Real memory used by Lightroom: 4886.3 MB (7.4%)
Virtual memory used by Lightroom: 5299.9 MB
GDI objects count: 691
USER objects count: 2464
Process handles count: 1588
Memory cache size: 178.5MB / 16105.7MB (1.1%)
Maximum thread count used by Camera Raw: 9
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 3814MB / 32723MB (11%)
System DPI setting: 144 DPI (high DPI mode)
Desktop composition enabled: Yes
Displays: 1) 3840x2160
Input types: Multitouch: No, Integrated touch: No, Integrated pen: Yes, External touch: No, External pen: Yes, Keyboard: No

Graphics Processor Info: 
GeForce GTX 980 Ti/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 381.65
Renderer: GeForce GTX 980 Ti/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler


Application folder: C:\Program Files\Adobe\Adobe Lightroom
Library Path: L:\LR Catalog\LR 6 Catalog Full\LR 6 Catalog Full.lrcat
Settings Folder: C:\Users\User\AppData\Roaming\Adobe\Lightroom

Installed Plugins: 
1) ColorChecker Passport
2) Export to Photomatix Pro
3) jb Search Replace Transfer
4) jf Metadata Wrangler
5) jf Snapshot on Export
6) LR/Transporter
7) Stockboxphoto

Config.lua flags: 
Develop.AdjustMaximumThreadCount = 0.51

Adapter #1: Vendor : 10de
Device : 17c8
Subsystem : 32331462
Revision : a1
Video Memory : 6103
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: LR5x8
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: 2048
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS: 4
GL_MAX_VIEWPORT_DIMS: 16384,16384
GL_RED_BITS: 8
GL_RENDERER: GeForce GTX 980 Ti/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.5.0 NVIDIA 381.65
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_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_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_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_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness 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_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate 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_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_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object 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_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 

Employee

 • 

1.7K Messages

 • 

32.4K Points

Slow down over time might be a separate issue. Do you normally apply local adjustment brush when the slow down starts?

Principal Scientist, Adobe Lightroom

32 Messages

 • 

870 Points

This is my original post:

I noticed that LR clone and brush tool on my XEON E5-1650 0 3.20GHz (Attention: E5-1650 0 and not E5-1650 v4) can not stress my CPU and after x minutes of working LR slow down, until I have to restart it.

This problem is still there. I don't export images, do reproduce the problem. I only work in the develop modul on 3-5 images with local adjustments tools... After x time, I must close lightroom, I must wait until the memory has been released (about 15 seconds), then I can restart Lightroom and then the speed is back on the same images! After x times the game starts from begin :-(

I've noticed that if I resize the window size then I can work longer.

150 Messages

 • 

2.9K Points

I get slowdown from anything I do on the development module. The best way to replicate it is to do the re export test. Its has the same results in terms of slowdown and it happens 100% of the time.

Simon can you try it out? I'm convinced that it is linked to the slowdown that people are experiencing and that they are not aware that restart fix the issue temporarily.

82 Messages

 • 

1.3K Points

Yes.... This is my biggest issue mr. Chen! What is the issue with the local adjustments? Both healing spot and the brush?