Lightroom Classic: Export very slow

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  • Updated 6 days ago
  • (Edited)
the export in lightroom since version 4.0 is very slow. 
i just wanted to save time and bought a new high end pc. no effect - the export is as slow as on my 2 years old medium end pc. i tried every performance tip - nothing worked. 

i could see that 9 files are exported at the same time. the files are created ... then nothing happens for a long of time (only cpu is on 100%).. after a while the files appear.

this happens on 4 windows pcs - no matter if intel or amd. 
it ́s very frustrating if you buy a new to save time at work and nothing happends.

sadly if this does not change i will have to switch to capture one... 
without hardware acceleration it was 50% faster than with lr
with hardware acceleration it was about 95% faster than with lr (45 seconds vs. 9 minutes)

i gonna invite any developer to take a look at my mashine via teamviewer and deliver beer if this is finally solved
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Thomas Steinlechner

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  • sad, frustrated, forsaken

Posted 2 weeks ago

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Victoria Bampton - Lightroom Queen, Champion

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Where are the images stored? And where are you exporting to?
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Thomas Steinlechner

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the images are stored on an nvme ssd / export is in subfolder in same directory - "/FINAL" ... 

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Edmund Gall

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Hi Thomas! If I understand your configuration correctly, that means your original images and your exported images are being stored on the same drive. If so, then can you try attaching a USB drive and exporting to that? If the export time drops significantly, then there may be something affecting the read/write performance of your SSD.

Some further questions that might help others to diagnose:
  1. Is your LR catalog also stored on the images' SSD? You sysinfo suggests it is, but don't want to assume.
  2. Is Windows installed on the images' SSD (your sysinfo suggests it is, i.e. on the C: drive)? If yes, how much free space do you have on the SSD?
  3. I know you said you tried every performance tip, but still need to confirm whether you tried all on this (especially the 'pause syncing' (if you sync collections with CreativeCloud, and any tips specific to Windows):
  4. What size do you have specified for your Camera Raw Cache in LR Preferences? Forgive me if it's already specified in your sysinfo export below (e.g. Virtueller Speicher in Camera Raw or Cache-Speichergröße): I don't have a Windows system to check and am not sure which of those sysinfo values refer to the Camera Raw Cache.
  5. Have you explored tips to optimise SSD performance in Windows 10, e.g.:

From your specs below, I'm also very surprised you don't see a very significant performance boost compared to LR 4. Hope you get a resolution soon.

Danke schön!

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Thomas Steinlechner

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hi, no effect if i export on a different location . (absolutely no effect).
i benchmarked my ssd ́s and it ́s writing with 2,3 GB/s ... so the Harddrive for shure is not the problem - CR Cache is set to 50GB 

i ́m pretty shure some lightroom internal process is blocking the export 
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Edmund Gall

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Sounds like you need Adobe Support to connect to your computer. If you're a CC subscriber, check their support website for the link to initiate a chat or call...
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Thomas Steinlechner

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i tired to initiate this more than once ... they say - if it is installed and runs everything is fine ... the only will help if a error message / number is shown or lr crashes ... (this is a topic for me now since 3 years) . different pcs ... 
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Thomas Steinlechner

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any news on this ? 
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First try booting in safe mode and seeing if that makes a difference - see

If so then it's then a question of working out which startup app is interfering by disabling them all and then enabling them one by one - see
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Thomas Steinlechner

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thanks for the input. 
this is a thing i really did not try until now. 
but - no effect - the performance is equal. maybe other tipps ? or any update in the near future . maybe it has to do with the AMD TR 2650X  Processor - This is the only component with has a load of 100% - GPU ~ 5% & RAM ~ 25% 
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Thomas Steinlechner

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here is my system info (while export) ... maybe it helps ... i have no more ideas ... even that capture one dose the same job in about 30 sek.

Lightroom Classic-Version: 8.3.1 [ 201905241238-dcd7e2de ]
Lizenz: Creative Cloud
Spracheinstellung: de
Betriebssystem: Windows 10 - Enterprise Edition
Version: 10.0.18362
Anwendungsarchitektur: x64
Systemarchitektur: x64
Anzahl logischer Prozessoren: 32
Prozessorgeschwindigkeit: 3,4 GHz
Integrierter Speicher: 32640,2 MB
Für Lightroom verfügbarer phys. Speicher: 32640,2 MB
Von Lightroom verwendeter phys. Speicher: 9981,2 MB (30,5%)
Von Lightroom verwendeter virtueller Speicher: 12355,8 MB
Anzahl GDI-Objekte: 715
Anzahl BENUTZER-Objekte: 2332
Anzahl Prozess-Handles: 2407
Cache-Speichergröße: 437,8MB
Interne Camera Raw-Version: 11.3 [ 197 ]
Maximale Anzahl Threads, die Camera Raw verwendet: 5
Camera Raw SIMD-Optimierung: SSE2,AVX,AVX2
Virtueller Speicher in Camera Raw: 5823MB / 16320MB (35%)
Physischer Speicher in Camera Raw: 8636MB / 32640MB (26%)
DPI-Einstellung des Systems: 96 DPI
Desktop-Komposition aktiviert: Ja
Monitore/Anzeigegeräte: 1) 2560x1440, 2) 1920x1200
Eingabetypen: Multitouch: Nein, integrierte Toucheingabe: Nein, integrierter Stift: Nein, externe Toucheingabe: Nein, externer Stift: Nein, Tastatur: Nein

Informationen zum Grafikprozessor: 
DirectX: NVIDIA GeForce RTX 2070 (

Anwendungsordner: C:\Program Files\Adobe\Adobe Lightroom Classic
Bibliothekspfad: C:\Users\Thomas Steinlechner\Pictures\Lightroom\Lightroom Catalog.lrcat
Einstellungen-Ordner: C:\Users\Thomas Steinlechner\AppData\Roaming\Adobe\Lightroom

Installierte Zusatzmodule: 
1) AdobeStock
2) Facebook
3) Flickr
4) Nikon Tether-Zusatzmodul

Config.lua-Flags: None

Adapter Nr. 1: Anbieter : 10de
Gerät : 1f07
Subsystem : 86701043
Version : a1
Grafikspeicher : 8031
Adapter Nr. 2: Anbieter : 1414
Gerät : 8c
Subsystem : 0
Version : 0
Grafikspeicher : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: SMS24A850 (NVIDIA High Definition Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: 12.1x4
Direct2DEnabled: false
GL_VERSION: 4.6.0 NVIDIA 430.86
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle 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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_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation 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_feature_query 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_barycentric 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_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive 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_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 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
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Jim Wilde, Champion

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I'm very surprised that you think there has been no improvment in export speeds since LR4. I routinely run a series of performance tests at each major version release, and when I compare my timings from LR4 with my current LR Classic 8.3.1 I see that the current version processes the exports almost twice as fast. The major change came with LR6 when the export function was changed to process exports in parallel, rather that sequentially, and that one change made a signicant improvement.

Regarding your Capture One comparison, I have no personal experience of using C1 for exports. All I would ask is that you are comparing like for like, i.e. you are exporting the same set of images from the same location, with identical export settings, and to the same destination, and of course if any edits are applied they have to be applied identically in both of the apps. Ideally you would also run the tests in the same system environment (e.g. after reboot with no other apps active). All of these things can influence the export speed, so to get a meaningful comparison everything needs to be as identical as possible.
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Thomas Steinlechner

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any news ? 
it ́s not the ssd / display drivers or any background tasks. in benchmarks my machine performs well. 
also equal performance in windows safe mode. 

maybe it ́s time somebody from adobe connects to my pc ??? 
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Rikk Flohr, Official Rep

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I just performed my torture test:
  • Win 10 (1903) files on multiple 6TB 7200 rpm disks 
  • 608 PSD files at ~ 160 MB on disk each
  • Full Size JPEG export to SSD  1TB (360 GB Free Space)
  • Export and Reimport back into Catalog during Export
Elapsed Time:~  8 Minutes and 16 seconds - seems reasonable

I suspect you have a problem with your installation.  First stop (since you didn't mention doing it before) Reset your preference file 

A Preference File will survive a Lightroom uninstall/reinstall. Sometimes weird behavior is corrected/cured by resetting the preferences. 

Reset Procedure:

1. Close Lightroom.
2. Hold down [Alt/Opt]+[Shift] while restarting Lightroom. 
3. Overwrite the Preferences when prompted by the dialog.
4. Close Lightroom.
5. Restart Lightroom.

Does the slow export behavior continue after resetting the preferences?

If so, great - if not - we want you to try a clean install in case there was an issue with the previous install. 
  • Close Lightroom
  • Restart the computer
  • Use the Adobe Creative Cloud App to uninstall Lightroom Classic
  • Restart the computer
  • Install Lightroom Classic via the Creative Cloud App without launching any other programs.
  • Restart the computer
  • Launch Lightroom
  • Wait 5 minutes
Does your Export speed improve?
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Thomas Steinlechner

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no - absolutely not - i tried both tipps - and the only thing that happend was me loosing another hour of time ... 
i ́m totally tired always triying thing that might could work but i does not even get bether by a few percent
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Rikk Flohr, Official Rep

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Next step will be to examine your file storage/output.

  1. The Originals are located on which drive:
  2. Drive Type:
  3. Free Space: 
  4. Export options selected: (Paste a picture of your export settings:
  5. The export destination:
  6. Drive Type: 
  7. Free Space:
  8. Virus Software in use?
  9. Brand:
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Thomas Steinlechner

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Everything of this points are okay already written above