Lightroom Classic 8.4: GeForce GTX 750ti - Graphics Card not supported

  • 5
  • Problem
  • Updated 13 hours ago
  • Acknowledged
  • (Edited)
I just upgraded from LR 8.3.1 to 8.4 and support for my Graphics Card
acceleration seems to have disappeared. I'm sure it was working under previous version but under Edit/Preferences/Performance, the graphics acceleration is now marked as "off" with a message that my system isn't supported. Checking out the list of Graphics cards it seems that my GeForce GTX 750ti card is now no longer supported by latest LR version. So, the promised improvements in performance that I've been waiting for aren't available to me unless I shell out for a new card - unless of course any helpful soul on here can point me in the right direction please? It's also worth noting that the graphics card IS supported in the latest version of Photoshop CC.
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Nigel Dalton

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  • 2 Reply Likes

Posted 1 week ago

  • 5
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Rikk Flohr, Official Rep

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It looks like David Franzen from the Camera Raw team has engaged you on this thread; https://forums.adobe.com/thread/2645395 
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Nigel Dalton

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Yes he did thank you Rikk. I'm not sure how far he'll get with me, I'm not very technical, but I sent a reply that doesn't seem to say much from the log.

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Simon Chen, Principal Computer Scientist

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Please report your Lightroom>Help>System Info...


And try to follow Lr 8.4 instructions in this FAQ https://helpx.adobe.com/lightroom-classic/kb/lightroom-gpu-faq.html to update your GPU driver from Nvidia.


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Simon Chen, Principal Computer Scientist

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Your GPU log file indicated has Lightroom detected new GPU device attached to your machine. That is a little bit strange.
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Anthony Blackett

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I'm getting exactly the same problem for my NVIDIA graphics with

Check OpenGL support: Failed

being reported in the system info.

My graphics card/driver worked just fine in LR Classic 8.3.1, even though it is a bit old - GeForce GT 525M with (old too) driver version 376.54. The reason for using the old version is that it was the only one that worked with 'Enhanced Detail'. The latest driver just produces a black image for Enhanced Detail.

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Nigel Dalton

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Lightroom Classic version: 8.4 [ 201908011719-03751b60 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 7  - Ultimate Edition
Version: 6.1.7601
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 2.8 GHz
Built-in memory: 16375.0 MB
Real memory available to Lightroom: 16375.0 MB
Real memory used by Lightroom: 826.6 MB (5.0%)
Virtual memory used by Lightroom: 728.0 MB
GDI objects count: 656
USER objects count: 2800
Process handles count: 1439
Memory cache size: 0.0MB
Internal Camera Raw version: 11.4 [ 273 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2
Camera Raw virtual memory: 16MB / 8187MB (0%)
Camera Raw real memory: 17MB / 16375MB (0%)
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Displays: 1) 1680x1050
Input types: Multitouch: No, Integrated touch: No, Integrated pen: Yes, External touch: No, External pen: Yes, Keyboard: No

Graphics Processor Info:
Check OpenGL support: Failed
Vendor:
Version:
Renderer:
LanguageVersion:


Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: C:\Users\Nigel Dalton\Pictures\Lightroom\Lightroom Catalog-2.lrcat
Settings Folder: C:\Users\Nigel Dalton\AppData\Roaming\Adobe\Lightroom

Installed Plugins:
1) AdobeStock
2) Dropbox
3) Facebook
4) Flickr
5) HDR Efex Pro 2
6) Iridient X-Transformer
7) Nikon Tether Plugin

Config.lua flags: None

Adapter #1: Vendor : 10de
    Device : 1380
    Subsystem : 8a9b1462
    Revision : a2
    Video Memory : 1984
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Speakers (VIA HD Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: Uninitialized
Direct2DEnabled: false
GL_ACCUM_ALPHA_BITS: 16
GL_ACCUM_BLUE_BITS: 16
GL_ACCUM_GREEN_BITS: 16
GL_ACCUM_RED_BITS: 16
GL_ALPHA_BITS: 0
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 24
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 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 750 Ti/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 416.34
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture 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_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_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_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_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_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_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_formatted 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_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_NV_blend_minmax_factor 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_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_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_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float 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_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_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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Nigel Dalton

  • 15 Posts
  • 2 Reply Likes
Thanks Simon, I also tried to do a clean install of the Nvidia card but got this message :-

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Philippe Coudé du Foresto

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I have the same problem with a nVidia GeForce 1060 which is not detected by LR Classic 8.4 :



Version Lightroom Classic: 8.4 [ 201908011719-03751b60 ]
Licence: Creative Cloud
Paramètre de langue: fr
Système d'exploitation : Windows 7  - Ultimate Edition
Version : 6.1.7601
Architecture de l'application : x64
Architecture du système : x64
Nombre de processeurs logiques: 8
Vitesse du processeur : 3,4 Ghz
Mémoire intégrée : 16351,1 Mo
Mémoire réelle disponible pour Lightroom : 16351,1 Mo
Mémoire réelle utilisée par Lightroom : 1027,3 Mo (6,2%)
Mémoire virtuelle utilisée par Lightroom : 1037,9 Mo
Nombre d'objets GDI : 686
Nombre d'objets utilisateur : 1980
Nombre de processus gérés : 1470
Taille de la mémoire cache : 98,2Mo
Version interne de Camera Raw: 11.4 [ 273 ]
Nombre maximal de liens utilisé par Camera Raw  : 5
Optimisation SIMD de Camera Raw : SSE2,AVX
Mémoire virtuelle de Camera Raw: 184Mo / 8175Mo (2%)
Mémoire réelle de Camera Raw: 187Mo / 16351Mo (1%)
Paramètre PPP du système : 96 PPP
Composition sur le Bureau activée: Oui
Affichages : 1) 2560x1440
Types d'entrée: Tactile multipoint : Non, Tactile intégré : Non, Plume intégrée : Non, Tactile externe : Non, Plume externe : Non, Clavier : Non

Informations relatives au processeur graphique :
Check OpenGL support: Failed
Vendor:
Version:
Renderer:
LanguageVersion:


Dossier de l'application : C:\Program Files\Adobe\Adobe Lightroom Classic
Chemin d'accès à la bibliothèque : L:\Lightroom\Catalogue\Catalogue_Phil\Catalogue_Phil.lrcat
Dossier des paramètres : C:\Users\philippe\AppData\Roaming\Adobe\Lightroom

Modules installés :
1) Adobe Stock
2) Facebook
3) Flickr
4) HDR Efex Pro 2
5) Module externe de prise de vue en mode connecté Nikon

Marqueurs Config.lua: None

Adaptateur n° 1: Fournisseur : 10de
    Appareil : 1c03
    Sous-système : 85ab1043
    Révision : a1
    Mémoire vidéo : 6036
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Haut-parleurs (ASUS Xonar DG Audio Device)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 44100
Build: 12.1x4
Direct2DEnabled: false

Although the graphic card is present :



and correctly detected by Photoshop :



I also have the problem on my laptop.
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Philippe Coudé du Foresto

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I've the latest nVidia driver (431.60) as shown in the system info :

GL_RENDERER: GeForce GTX 1060 6GB/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 431.60

I understand that since I'm running Windows 7, I cannot have the DirectX 12 and therefore cannot have access to the use of the GPU for graphic processing, but why I can no longer have access to the Display acceleration as with LR 8.3 ?

My complete System Info :

Version Lightroom Classic: 8.4 [ 201908011719-03751b60 ]
Licence: Creative Cloud
Paramètre de langue: fr
Système d'exploitation : Windows 7  - Ultimate Edition
Version : 6.1.7601
Architecture de l'application : x64
Architecture du système : x64
Nombre de processeurs logiques: 8
Vitesse du processeur : 3,4 Ghz
Mémoire intégrée : 16351,1 Mo
Mémoire réelle disponible pour Lightroom : 16351,1 Mo
Mémoire réelle utilisée par Lightroom : 1051,8 Mo (6,4%)
Mémoire virtuelle utilisée par Lightroom : 1095,5 Mo
Nombre d'objets GDI : 602
Nombre d'objets utilisateur : 1961
Nombre de processus gérés : 1315
Taille de la mémoire cache : 186,1Mo
Version interne de Camera Raw: 11.4 [ 273 ]
Nombre maximal de liens utilisé par Camera Raw  : 5
Optimisation SIMD de Camera Raw : SSE2,AVX
Mémoire virtuelle de Camera Raw: 265Mo / 8175Mo (3%)
Mémoire réelle de Camera Raw: 269Mo / 16351Mo (1%)
Paramètre PPP du système : 96 PPP
Composition sur le Bureau activée: Oui
Affichages : 1) 2560x1440
Types d'entrée: Tactile multipoint : Non, Tactile intégré : Non, Plume intégrée : Non, Tactile externe : Non, Plume externe : Non, Clavier : Non

Informations relatives au processeur graphique :
Check OpenGL support: Failed
Vendor:
Version:
Renderer:
LanguageVersion:


Dossier de l'application : C:\Program Files\Adobe\Adobe Lightroom Classic
Chemin d'accès à la bibliothèque : L:\Lightroom\Catalogue\Catalogue_Phil\Catalogue_Phil.lrcat
Dossier des paramètres : C:\Users\philippe\AppData\Roaming\Adobe\Lightroom

Modules installés :
1) Adobe Stock
2) Facebook
3) Flickr
4) HDR Efex Pro 2
5) Module externe de prise de vue en mode connecté Nikon

Marqueurs Config.lua: None

Adaptateur n° 1: Fournisseur : 10de
    Appareil : 1c03
    Sous-système : 85ab1043
    Révision : a1
    Mémoire vidéo : 6036
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Haut-parleurs (ASUS Xonar DG Audio Device)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 44100
Build: 12.1x4
Direct2DEnabled: false
GL_ACCUM_ALPHA_BITS: 16
GL_ACCUM_BLUE_BITS: 16
GL_ACCUM_GREEN_BITS: 16
GL_ACCUM_RED_BITS: 16
GL_ALPHA_BITS: 0
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 24
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_TEXTURE_UNITS: 4
GL_MAX_VIEWPORT_DIMS: 32768,32768
GL_RED_BITS: 8
GL_RENDERER: GeForce GTX 1060 6GB/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 431.60
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_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_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_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_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_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_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

The Camera RAW config.txt :

<x:xmpmeta xmlns:x="adobe:ns:meta/" x:xmptk="Adobe XMP Core 5.6-c140 79.160451, 2017/05/06-01:08:21        ">
 <rdf:RDF xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#">;
  <rdf:Description rdf:about=""
    xmlns:crs="http://ns.adobe.com/camera-raw-settings/1.0/";
   crs:gpu_load="1"
   crs:gpu_preferred_system=""
   crs:gpu_enable_compute="True"
   crs:gpu_opengl_digest="C8C514CCE849DD6DAF4D7F8F290BF33B">
   <crs:gpu_status_list>
    <rdf:Bag>
     <rdf:li>4046263963,0</rdf:li>
    </rdf:Bag>
   </crs:gpu_status_list>
  </rdf:Description>
 </rdf:RDF>
</x:xmpmeta>

The Adobe Photoshop Lightroom Classic Log Latest v1.txt :

cr_sdk_initialize: Adobe Photoshop Lightroom Classic 8.4 (Windows), version 11.4x273, 64-bit, Release
gDNGMaxSIMD: 2
Scalable memory pool allocator: yes
TBB threading: no
Initialize GPU system
Read GPU config
Safe load GPU
GPU device count: 0
GPU device names:
GPU Init Status (part 1): I1_Failed
GPU3 Hard Status Result (part 1): fail_no_gpu2
GPU3 Soft Status Result (part 1): not_checked
Intel Compiler: yes
Intel Compiler Version: 1900.4
Intel Compiler Build Date: 20190417
Safe load GPU
GPU device count: 0
GPU device names:
Safe load GPU
...
[Skip the repeated 3 above lines]
...
GPU device count: 0
GPU device names:
Safe l

Photo of Philippe Coudé du Foresto

Philippe Coudé du Foresto

  • 64 Posts
  • 24 Reply Likes
I've done a test by upgrading my desktop to Windows 10. After having installed the latest nVidia driver for Win10 (431.70), the graphic card was recognised by LR and both acceleration options were available.
So the problem seems to be related to Windows 7 and/or the nVidia driver version for Win7 (431.60 at this time).
(My PC is now back to Windows 7)
Photo of Nigel Dalton

Nigel Dalton

  • 15 Posts
  • 2 Reply Likes
I don't appear to be alone in having this problem Simon and look forward to your reply

Photo of Simon Chen

Simon Chen, Principal Computer Scientist

  • 1607 Posts
  • 529 Reply Likes
Hi Nigel, 

According to the info that you have provided, there is the link to download the Nvidia driver for your Windows 7 and GTX 750ti https://www.geforce.com/drivers/results/148863 .
Photo of Nigel Dalton

Nigel Dalton

  • 15 Posts
  • 2 Reply Likes
Thanks for the link Simon - I've been able to update to 431.60 driver but I still get no basic GPU acceleration, which is what I had before I updated to LR8.4. Any advice appreciated thank you
Photo of Nigel Dalton

Nigel Dalton

  • 15 Posts
  • 2 Reply Likes
An observation which may or may not be relevant - in both Philippe's and my situation, "Check open GL support : failed" is a common item?
Photo of Simon Chen

Simon Chen, Principal Computer Scientist

  • 1607 Posts
  • 529 Reply Likes
You have the latest Windows 7 Nvidia driver installed and Lr still could not see the GPU card? Could you follow David's instruction here https://forums.adobe.com/message/11210563#11210563 to collect and post the GPU log file "Adobe Photoshop Lightroom Classic Log Latest v1.txt". You might want to quit Lr and manually delete the existing "Adobe Photoshop Lightroom Classic Log Latest v1.txt" before relaunching and quit Lr. 
Photo of Nigel Dalton

Nigel Dalton

  • 15 Posts
  • 2 Reply Likes
Here's the log Simon, thank you:-
cr_sdk_initialize: Adobe Photoshop Lightroom Classic 8.4 (Windows), version 11.4x273, 64-bit, Release
gDNGMaxSIMD: 1
Scalable memory pool allocator: yes
TBB threading: no
Initialize GPU system
Read GPU config
Safe load GPU
GPU device count: 0
GPU device names:
GPU Init Status (part 1): I1_Failed
GPU3 Hard Status Result (part 1): fail_no_gpu2
GPU3 Soft Status Result (part 1): not_checked
Intel Compiler: yes
Intel Compiler Version: 1900.4
Intel Compiler Build Date: 20190417
Safe load GPU
GPU device count: 0
GPU device names:
Safe load GPU
GPU device count: 0
GPU device names:
Safe load GPU
GPU device count: 0
GPU device names:
Safe load GPU
GPU device count: 0
GPU device names:
Safe load GPU
GPU device count: 0
GPU device names:
Safe load GPU
GPU device count: 0
GPU device names:
Safe load GPU
GPU device count: 0
GPU device names:
Safe load GPU
GPU device count: 0
GPU device names:
Safe load GPU
GPU device count: 0
GPU device names:
Safe load GPU
GPU device count: 0
GPU device names:
Terminate GPU system
cr_sdk_terminate


Photo of Simon Chen

Simon Chen, Principal Computer Scientist

  • 1607 Posts
  • 529 Reply Likes
Could you also post your updated Lightroom>Help>System Info...? Thanks.
Photo of Nigel Dalton

Nigel Dalton

  • 15 Posts
  • 2 Reply Likes
Here you go :-
Lightroom Classic version: 8.4 [ 201908011719-03751b60 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 7  - Ultimate Edition
Version: 6.1.7601
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 2.8 GHz
Built-in memory: 16375.0 MB
Real memory available to Lightroom: 16375.0 MB
Real memory used by Lightroom: 776.0 MB (4.7%)
Virtual memory used by Lightroom: 674.8 MB
GDI objects count: 657
USER objects count: 2800
Process handles count: 1636
Memory cache size: 70.9MB
Internal Camera Raw version: 11.4 [ 273 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2
Camera Raw virtual memory: 72MB / 8187MB (0%)
Camera Raw real memory: 72MB / 16375MB (0%)
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Displays: 1) 1680x1050
Input types: Multitouch: No, Integrated touch: No, Integrated pen: Yes, External touch: No, External pen: Yes, Keyboard: No

Graphics Processor Info:
Check OpenGL support: Failed
Vendor:
Version:
Renderer:
LanguageVersion:


Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: C:\Users\Nigel Dalton\Pictures\Lightroom\Lightroom Catalog-2.lrcat
Settings Folder: C:\Users\Nigel Dalton\AppData\Roaming\Adobe\Lightroom

Installed Plugins:
1) AdobeStock
2) Dropbox
3) Facebook
4) Flickr
5) HDR Efex Pro 2
6) Iridient X-Transformer
7) Nikon Tether Plugin

Config.lua flags: None

Adapter #1: Vendor : 10de
    Device : 1380
    Subsystem : 8a9b1462
    Revision : a2
    Video Memory : 1984
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Speakers (VIA HD Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: Uninitialized
Direct2DEnabled: false
GL_ACCUM_ALPHA_BITS: 16
GL_ACCUM_BLUE_BITS: 16
GL_ACCUM_GREEN_BITS: 16
GL_ACCUM_RED_BITS: 16
GL_ALPHA_BITS: 0
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 24
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 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 750 Ti/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 431.60
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture 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_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_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_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_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_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_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_formatted 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_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_NV_blend_minmax_factor 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_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_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_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float 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_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_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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Simon Chen, Principal Computer Scientist

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Thanks Nigel. The team would need to investigate this further.
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David Golding

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Would the member need DirectX 12 for this to work, and if the member has WIN 7, is DirectX v12 available on a WIN 7 rig?

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Simon Chen, Principal Computer Scientist

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Without DirectX 12, you would only get the basic GPU acceleration for display, but not the advanced acceleration for image processing. See https://helpx.adobe.com/camera-raw/system-requirements.html#ConsiderationsforGraphicsProcessorGPUacceleratedfeaturesCameraRaw114
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Anthony Blackett

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Simon,

I am using Windows 10 Version 1903. dxdiag reports that my DirectX version is 12. OpenGL Extensions Viewer reports that my OpenGL version is 4.5.

Since I didn't have a problem before Lr Classic 8.4, then it is difficult for me to accept that this is caused by something wrong with my system.

The most logical conclusion is that the Lr development team has messed up (again) and introduced another issue (bug).

There is clearly a problem with Lr Classic 8.4. Since the major change in this version is in GPU support, it is obvious to me that this is where the problem lies, not with the users.

Tony

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Simon Chen, Principal Computer Scientist

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Hi Anthony, 

Could you post your Lightroom>Help>System Info... here?

Also to troubleshoot your GPU setup, could you follow David's instruction here https://forums.adobe.com/message/11210563#11210563 to collect and post the GPU log file "Adobe Photoshop Lightroom Classic Log Latest v1.txt" for LrClassic?

The log file will give us info on why GPU check failed?
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Anthony Blackett

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Hi Simon,

Here is the contents of my System Info report:

Lightroom Classic version: 8.4 [ 201908011719-03751b60 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 10 - Business Edition
Version: 10.0.18362
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 2.1 GHz
Built-in memory: 16365.8 MB
Real memory available to Lightroom: 16365.8 MB
Real memory used by Lightroom: 597.5 MB (3.6%)
Virtual memory used by Lightroom: 662.0 MB
GDI objects count: 737
USER objects count: 2166
Process handles count: 1628
Memory cache size: 57.4MB
Internal Camera Raw version: 11.4 [ 273 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX
Camera Raw virtual memory: 54MB / 8182MB (0%)
Camera Raw real memory: 55MB / 16365MB (0%)
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Displays: 1) 1920x1080
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No

Graphics Processor Info:
Check OpenGL support: Failed
Vendor:
Version:
Renderer:
LanguageVersion:


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

Config.lua flags: None

Adapter #1: Vendor : 10de
    Device : dec
    Subsystem : fc501179
    Revision : a1
    Video Memory : 1999
Adapter #2: Vendor : 1414
    Device : 8c
    Subsystem : 0
    Revision : 0
    Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: S27D590-14 (NVIDIA High Definition Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: 12.1x4
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 525M/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.5.0 NVIDIA 376.54
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


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Anthony Blackett

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Simon,

Here is the content of the Adobe Photoshop Lightroom Classic Log Latest v1.txt file

cr_sdk_initialize: Adobe Photoshop Lightroom Classic 8.4 (Windows), version 11.4x273, 64-bit, Release
gDNGMaxSIMD: 2
Scalable memory pool allocator: yes
TBB threading: no
Initialize GPU system
Read GPU config
Safe load GPU
GPU device count: 0
GPU device names:
GPU Init Status (part 1): I1_Failed
GPU3 Hard Status Result (part 1): fail_no_gpu2
GPU3 Soft Status Result (part 1): not_checked
WML: Try use GPU? no
WML: Try use GPU? no
WML: Try use GPU? no
WML: Try use GPU? no
Intel Compiler: yes
Intel Compiler Version: 1900.4
Intel Compiler Build Date: 20190417
Safe load GPU
GPU device count: 0
GPU device names:
.
.
.

Safe load GPU
GPU device count: 0
GPU device names:
Terminate GPU system
cr_sdk_terminate


I haven't included all the repeated (304) blocks of

Safe load GPU
GPU device count: 0
GPU device names:

to save some space.

Tony



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David Golding

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So, in your LR Classic System Info, the GPU make/model and driver is not clearly stated in the section just above the plugin info.

But I can see it much further down that it appears your GPU make/model is: "GL_RENDERER: GeForce GT 525M/PCIe/SSE2"

and a bit further down GL_VERSION: 4.5.0 NVIDIA 376.54"

So, an NVIDIA GeForce GT525M with driver v376.54 on WIN 10.

Now at NVIDIA the latest is Version: 391.35  WHQL Release Date: 2018.3.27 Operating System: Windows 10 64-bit

Standard practice when having issues is to check for GPU driver updates.

Adobe includes that bit of advice in: https://helpx.adobe.com/lightroom-classic/kb/lightroom-gpu-faq.html

What they do not include in that same link is any info indicating your Graphics card is a complete loss for LR, it would had it meet (failed) this: NVIDIA cards with version 369.x through version 374.x drivers

So, try updating the driver, cross fingers, and hope. The GPU checking that LR now does has apparently been made more exclusive, picker. So wevn with the latest driver it might still not work.






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Anthony Blackett

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I have updated my graphics driver to the latest version available from NVIDIA - 391.35. My system info now tells me that I have GPU:

Graphics Processor Info:
DirectX: NVIDIA GeForce GT 525M (23.21.13.9135)

In Preferences I now have a GPU that I can choose:

Use GPU for display

but the associated option

  Use GPU for image processing (Process Version 5 or higher)

is grayed out i.e. disabled.

I also note that now I can use Enhanced Detail without getting a black image, so that's progress :)


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David Golding

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Congrats on getting that far. Now, I looked into the overall issue a bit more, including for my MACBook Pro, and what to expect. Now not all GPUs are going to get full acceleration. I would give a link explaining the why, but when I looked on the web for what I was thinking, I was shown to be full of it. Thought a VRAM requirement of more than 2GB existed, turns out that number is for high def, and minimum is 1 GB
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Simon Chen, Principal Computer Scientist

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@Anthony What does the "Adobe Photoshop Lightroom Classic Log Latest v1.txt" say now. You might want to quit Lr and manually delete the existing "Adobe Photoshop Lightroom Classic Log Latest v1.txt" before relaunching and quit Lr. I want to know why the full GPU acceleration is not possible even with the latest driver.
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Nigel Dalton

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Simon, did you see my comments above? It's not helpful when someone jumps in and hijacks your post.
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jon bennett

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It says DirectX 12  *OR*  OpenGL 3.2     are you saying that should be an AND, because otherwise I have a system which meets spec and doesn't work for LR or ACR (PS still uses the GPU) 
Photo of Anthony Blackett

Anthony Blackett

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Hi Simon,

I have been conversing with Ganesh on another related thread and he asked me to quit Lr, delete the GPU folder in AppData\Roaming\Adobe\CameraRaw and restart Lr. The option "Use GPU for image processing..." is still disabled. I have posted my Adobe Photoshop Lightroom Classic Log Latest v1.txt file for him and in case you haven't seen it, here it is again:

cr_sdk_initialize: Adobe Photoshop Lightroom Classic 8.4 (Windows), version 11.4x273, 64-bit, Release
gDNGMaxSIMD: 2
Scalable memory pool allocator: yes
TBB threading: no
Initialize GPU system
Read GPU config
Safe load GPU
Native16BitShaderOpsSupported: NO
SupportsShaderModel_6_2_OrHigher: NO
AtLeastFeatureLevel_11_0: YES
HasTypedUAVLoadFormats: NO
Supports FP16 for DX on WML: NO
    name                                    : NVIDIA GeForce GT 525M
    VendorId                                : 4318
    DeviceId                                : 3564
    SubSysId                                : 4233105785
    Revision                                : 161
    DedicatedVideoMemory                    : 2086600704
    DedicatedSystemMemory                   : 0
    SharedSystemMemory                      : 8580421632
    MemoryBudget                            : 1773610598
    AdapterLuid.LowPart                     : 60694
    AdapterLuid.HighPart                    : 0
    Flags                                   : 0
        DoublePrecisionFloatShaderOps           : yes
        ConservativeRasterizationTier           : 0
        CrossNodeSharingTier                    : 0
        ResourceBindingTier                     : 1
        ResourceHeapTier                        : 1
        TiledResourcesTier                      : 1
        NodeIndex                               : 0
        TileBasedRenderer                       : no
        UMA                                     : no
        CacheCoherentUMA                        : no
        feature level                           : 0x00009100
        feature level                           : 0x00009200
        feature level                           : 0x00009300
        feature level                           : 0x0000a000
        feature level                           : 0x0000a100
        feature level                           : 0x0000b000
        feature level                           : 0x0000b100
        feature level                           : 0x0000c000
        feature level                           : 0x0000c100
        MaxSupportedFeatureLevel                : 0x0000b000
        HighestShaderModel                      : 0x51
        WaveOps                                 : no
        WaveLaneCountMin                        : 32
        WaveLaneCountMax                        : 32
        TotalLaneCount                          : 3072
        ExpandedComputeResourceStates           : yes
        Int64ShaderOps                          : no
        RootSignature.HighestVersion            : 0x2
Loaded GPU system: DirectX
GPU primary driver version: 23.21.13.9135
GPU device count: 1
GPU device names: NVIDIA GeForce GT 525M
GPU3 white list: no
GPU3 black list: no
GPU3 prev digest: 00000000000000000000000000000000
GPU3 new digest: 3C357110C86D5A30F1864485C2E82827
Need to run gpu self tests : True.
New/changed sanity digest, so zapping any TempDisableGPU3 files
GPU Init Status (part 1): I2_GPU2
GPU3 Hard Status Result (part 1): unknown
GPU3 Soft Status Result (part 1): fail_insufficient_driver
NVIDIA GeForce GT 525M: Building compute pipeline state (1/246)
NVIDIA GeForce GT 525M: Building compute pipeline state (2/246)
NVIDIA GeForce GT 525M: Building compute pipeline state (3/246)
NVIDIA GeForce GT 525M: Building compute pipeline state (4/246)
NVIDIA GeForce GT 525M: Building compute pipeline state (5/246)
*** GL Error: E_INVALIDARG (0x80070057): CreateComputePipelineState ***
*** GL Error: CreateComputePipelineState ***
WML: Try use GPU? yes
WML: GPU attempt failed -- trying CPU
WML: Try use GPU? yes
WML: GPU attempt failed -- trying CPU
WML: Try use GPU? yes
WML: GPU attempt failed -- trying CPU
WML: Try use GPU? yes
WML: GPU attempt failed -- trying CPU
Intel Compiler: yes
Intel Compiler Version: 1900.4
Intel Compiler Build Date: 20190417
GPU Init Status (part 2): I2_GPU2
GPU3 Hard Status Result (part 2): fail_build_shaders
GPU3 Soft Status Result (part 2): fail_insufficient_driver
Terminate GPU system
cr_sdk_terminate

Regards,
Tony


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Anthony Blackett

  • 158 Posts
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Hi Simon,

I have been conversing with Ganesh on another related thread and he asked me to quit Lr, delete the GPU folder in AppData\Roaming\Adobe\CameraRaw and restart Lr. The option "Use GPU for image processing..." is still disabled. I have posted my Adobe Photoshop Lightroom Classic Log Latest v1.txt file for him and in case you haven't seen it, here it is again:

cr_sdk_initialize: Adobe Photoshop Lightroom Classic 8.4 (Windows), version 11.4x273, 64-bit, Release
gDNGMaxSIMD: 2
Scalable memory pool allocator: yes
TBB threading: no
Initialize GPU system
Read GPU config
Safe load GPU
Native16BitShaderOpsSupported: NO
SupportsShaderModel_6_2_OrHigher: NO
AtLeastFeatureLevel_11_0: YES
HasTypedUAVLoadFormats: NO
Supports FP16 for DX on WML: NO
    name                                    : NVIDIA GeForce GT 525M
    VendorId                                : 4318
    DeviceId                                : 3564
    SubSysId                                : 4233105785
    Revision                                : 161
    DedicatedVideoMemory                    : 2086600704
    DedicatedSystemMemory                   : 0
    SharedSystemMemory                      : 8580421632
    MemoryBudget                            : 1773610598
    AdapterLuid.LowPart                     : 60694
    AdapterLuid.HighPart                    : 0
    Flags                                   : 0
        DoublePrecisionFloatShaderOps           : yes
        ConservativeRasterizationTier           : 0
        CrossNodeSharingTier                    : 0
        ResourceBindingTier                     : 1
        ResourceHeapTier                        : 1
        TiledResourcesTier                      : 1
        NodeIndex                               : 0
        TileBasedRenderer                       : no
        UMA                                     : no
        CacheCoherentUMA                        : no
        feature level                           : 0x00009100
        feature level                           : 0x00009200
        feature level                           : 0x00009300
        feature level                           : 0x0000a000
        feature level                           : 0x0000a100
        feature level                           : 0x0000b000
        feature level                           : 0x0000b100
        feature level                           : 0x0000c000
        feature level                           : 0x0000c100
        MaxSupportedFeatureLevel                : 0x0000b000
        HighestShaderModel                      : 0x51
        WaveOps                                 : no
        WaveLaneCountMin                        : 32
        WaveLaneCountMax                        : 32
        TotalLaneCount                          : 3072
        ExpandedComputeResourceStates           : yes
        Int64ShaderOps                          : no
        RootSignature.HighestVersion            : 0x2
Loaded GPU system: DirectX
GPU primary driver version: 23.21.13.9135
GPU device count: 1
GPU device names: NVIDIA GeForce GT 525M
GPU3 white list: no
GPU3 black list: no
GPU3 prev digest: 00000000000000000000000000000000
GPU3 new digest: 3C357110C86D5A30F1864485C2E82827
Need to run gpu self tests : True.
New/changed sanity digest, so zapping any TempDisableGPU3 files
GPU Init Status (part 1): I2_GPU2
GPU3 Hard Status Result (part 1): unknown
GPU3 Soft Status Result (part 1): fail_insufficient_driver
NVIDIA GeForce GT 525M: Building compute pipeline state (1/246)
NVIDIA GeForce GT 525M: Building compute pipeline state (2/246)
NVIDIA GeForce GT 525M: Building compute pipeline state (3/246)
NVIDIA GeForce GT 525M: Building compute pipeline state (4/246)
NVIDIA GeForce GT 525M: Building compute pipeline state (5/246)
*** GL Error: E_INVALIDARG (0x80070057): CreateComputePipelineState ***
*** GL Error: CreateComputePipelineState ***
WML: Try use GPU? yes
WML: GPU attempt failed -- trying CPU
WML: Try use GPU? yes
WML: GPU attempt failed -- trying CPU
WML: Try use GPU? yes
WML: GPU attempt failed -- trying CPU
WML: Try use GPU? yes
WML: GPU attempt failed -- trying CPU
Intel Compiler: yes
Intel Compiler Version: 1900.4
Intel Compiler Build Date: 20190417
GPU Init Status (part 2): I2_GPU2
GPU3 Hard Status Result (part 2): fail_build_shaders
GPU3 Soft Status Result (part 2): fail_insufficient_driver
Terminate GPU system
cr_sdk_terminate

Regards,
Tony


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CristianC25

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Hello! I have the same problem. My GPU (Nvidia GTX 1060 6GB) used to be recognized and it was working before this update. Now it says it's no longer supported.
I'm also running on Windows 7 Ultimate 64bit 
I'm posting my System info, I doubt it will help...

Lightroom Classic version: 8.4 [ 201908011719-03751b60 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 7  - Ultimate Edition
Version: 6.1.7601
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 2.6 GHz
Built-in memory: 16337.8 MB
Real memory available to Lightroom: 16337.8 MB
Real memory used by Lightroom: 741.8 MB (4.5%)
Virtual memory used by Lightroom: 860.5 MB
GDI objects count: 682
USER objects count: 2102
Process handles count: 1555
Memory cache size: 149.1MB
Internal Camera Raw version: 11.4 [ 273 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 218MB / 8168MB (2%)
Camera Raw real memory: 219MB / 16337MB (1%)
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Displays: 1) 1920x1080
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No

Graphics Processor Info:
Check OpenGL support: Failed
Vendor:
Version:
Renderer:
LanguageVersion:


Application folder: D:\Adobe Creative Cloud Apps Install Location\Adobe Lightroom Classic
Library Path: D:\Adobe Lightroom CC 2015 Catalog\Lightroom CC 2015 Catalog\Lightroom CC 2015 24 03 2016 Catalog\Lightroom Catalog-2.lrcat
Settings Folder: C:\Users\-\AppData\Roaming\Adobe\Lightroom

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

Config.lua flags: None

Adapter #1: Vendor : 10de
    Device : 1c03
    Subsystem : 32831462
    Revision : a1
    Video Memory : 6036
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Speakers (Realtek High Definition Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: Uninitialized
Direct2DEnabled: false
GL_ACCUM_ALPHA_BITS: 16
GL_ACCUM_BLUE_BITS: 16
GL_ACCUM_GREEN_BITS: 16
GL_ACCUM_RED_BITS: 16
GL_ALPHA_BITS: 0
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 24
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_TEXTURE_UNITS: 4
GL_MAX_VIEWPORT_DIMS: 32768,32768
GL_RED_BITS: 8
GL_RENDERER: GeForce GTX 1060 6GB/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 390.77
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control

(Edited)
Photo of David Golding

David Golding

  • 49 Posts
  • 4 Reply Likes
So, to summarize from your info

1. My GPU (Nvidia GTX 1060 6GB

2. Operating system: Windows 7 - Ultimate Editio

3. Displays: 1) 1920x1080

4. Graphics Processor Info:

5. Check OpenGL support: Failed

6. GL_RENDERER: GeForce GTX 1060 6GB/PCIe/SSE2

7. GL_VERSION: 4.6.0 NVIDIA 390.77


That third bit of info, display not high def, can mean this option will not help much


But more importantly that fourth (empty) and fifth bit (OpenGL in use but failed) makes me think you have a GPU issue


AND, it appears your current GPU driver is v390.77


Looking your GPU up at NVIDIA shows the latest to be:


NVIDIA>DRIVERS>

GEFORCE GAME READY DRIVER

GTX 1650


Laptop


NVIDIA Studio Driver


TITAN RTX


GEFORCE GAME READY DRIVER


Version: 431.60 WHQL

Release Date: 2019.7.23

Operating System: Windows 7 64-bit, Windows 8.1 64-bit, Windows 8 64-bit

Language: English (US)


So your driver is out of date. One very common thread in the above users sys info, is way way out of date drivers


So get that fixed


Another common but not absolute thread is Windows 7, yes old ancient v7. No DirectX 12 support. Cross your fingers that DirectX 12 is not required


As for OpenGL, per Adobe, that needs to be v3.3, new driver will give v3.4. Yours currently???

On your computer an NVIDIA application called GeForce Experiance probably exists, use it to check for the update, do not be surprised if that app needs an update before it will pull the driver update.
(Edited)
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CristianC25

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You make me laugh, I had no problems until I updated to this version. There is no GPU issue, a day ago when I was on the older Lightroom version the GPU was recognized and it was working. Now over night a new update tells me that my GPU is not recognized?!
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CristianC25

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No, updating drivers won't fix this, it worked before with my current drivers. It should work after this update as well. Adobe should test their updates on multiple graphic cards not use us as beta or dummy testers.
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David Golding

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Apparently the Adobe techs did some testing and increase the number of GPU’s that LR should block from using graphics acceleration, only stumbled on one instance if this being stated, no proof.

Also, LR is indeed picker about what GPU,s pass some test at startup

And previously, despite passing approval at startup of LR, some use of graphics acceleration either did not accomplish much, or screwed things up, hence the common diagnostic to turn that option off.

So, supposedly worked in 8.2.3 bad fails in 8.4? Might be by design. but not a lick of proof
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jon bennett

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And you know what their test is clearly too sensitive. If people are running GPUs that support the OpenGL level needed and are in the familys that they say are supported then the only issue is one of if they produce enough performance. But we have seen that depending on what you are doing the GPU might help or not, they should not be kicking out GPUs that used to be beneficial, it's difficult to imagine they are now suddenly useless. More importantly fine if they think its bad they can turn them off, but not even letting us turn them on???? 
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Philippe Coudé du Foresto

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David,
If you look at the description of my case, you will see that even with the driver up to date I still can't use the GPU for display acceleration as as I did with LR 8.3.
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CristianC25

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Exactly!
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Nigel Dalton

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I’ve been saying this since the start of the thread. Adobe have changed the goalposts and say it’s our fault. Not knocking the guys on here who are trying their hardest but it’s something Adobe have done and they need to either sort it or admit it.
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David Golding

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To anyone with this actually working on WIN 7, in your System Information, is it common for this section to be empty as shown:

Informations relatives au processeur graphique :
Check OpenGL support: Failed
Vendor:
Version:
Renderer:
LanguageVersion:

or

Graphics Processor Info:
Check OpenGL support: Failed
Vendor:
Version:
Renderer:
LanguageVersion:

Should that not include the actual GPU info? Does this empty state occur when OpenGZl fails in LR on a WIN 7 rig?

Sure looks like a failure of the GPU driver
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jon bennett

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yup ive got 

but there is no failure of the GPU here, the on board graphics is off its running everything on the NVIDIA GPU, so its there is works, Photoshop sees it and uses it.  
This is Lightroom QA process or product decision that is bad. Am running latest driver from a clean install, whole machine is up to date, this is a Xeon machine with 32GB and 4GB GDDR

Graphics Processor Info: 

Check OpenGL support: Failed
Vendor: 
Version: 
Renderer: 
LanguageVersion:

Adapter #1: Vendor : 10de

Device : 13b0

Subsystem : 16d91028

Revision : a2

Video Memory : 4025

AudioDeviceIOBlockSize: 1024

AudioDeviceName: Speakers / Headphones (Realtek Audio)

AudioDeviceNumberOfChannels: 2

AudioDeviceSampleRate: 48000

Build: Uninitialized

Direct2DEnabled: false

GL_ACCUM_ALPHA_BITS: 16

GL_ACCUM_BLUE_BITS: 16

GL_ACCUM_GREEN_BITS: 16

GL_ACCUM_RED_BITS: 16

GL_ALPHA_BITS: 0

GL_BLUE_BITS: 8

GL_DEPTH_BITS: 24

GL_GREEN_BITS: 8

GL_MAX_3D_TEXTURE_SIZE: 4096

GL_MAX_TEXTURE_SIZE: 16384

GL_MAX_TEXTURE_UNITS: 4

GL_MAX_VIEWPORT_DIMS: 16384,16384

GL_RED_BITS: 8

GL_RENDERER: Quadro M2000M/PCIe/SSE2

GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA

GL_STENCIL_BITS: 8

GL_VENDOR: NVIDIA Corporation

GL_VERSION: 4.6.0 NVIDIA 431.70

GPUDeviceEnabled: false   <----------------------

OGLEnabled: true

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Philippe Coudé du Foresto

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Look deeper in the system info, you will see :
GL_RENDERER: GeForce GTX 1060 6GB/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 431.60
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David Golding

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Supposed to show up just before the plug-in info as well.
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CristianC25

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It's not the GPU which fails. It's Lightroom's ENGINE which fails to read all the info. Google it, It's an old problem which hasn't been fixed to this day.
(Edited)
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Nigel Dalton

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Certainly it’s a ?Lightroom problem. The same GPU works fine in Photoshop CC.
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David Golding

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Maybe it is. an OS 7 thing
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Simon Chen, Principal Computer Scientist

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Thanks all for help troubleshooting and providing the log files to us. At this point, we can confirm that if your OS, GPU card and driver version does not support the DirectX 12/Metal, then the OpenGL based GPU acceleration fallback is no longer available in the latest LrClassic 8.4 release (also applies to ACR 11.4, LrCC 2.4). Although this is recognized as a bug, but the team has planned to drop OpenGL support in the next release. The reason is that some OS vendors have make it public that they will deprecate the OpenGL API soon.
Practically, this typically means the bug will show up if you have a Windows 7 OS and/or older version of GPU card or driver. There is currently no known workaround for the bug. The team is investigating possible temporary relief. For the long term, customers are strongly recommended to consider updating your machine to the latest Windows and macOS and GPU drivers to take advantage of the possible GPU performance gain.
(Edited)
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Ronald Byram

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I've enjoyed the emails and research.. But folks sounds like its time to upgrade.. Even me who still drives a 1970's Car has found that upgrading to a 2018 vehicle loves all the new bells and whistles.

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JC

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I have the same issue. I am running Win 7 Professional SP1 with DirectX 11 support with an Nvidia GeForce 770 GPU. With the latest LR 8.4 release installed just the other day my LR GPU support was disabled.

From what I can tell this is because Adobe is supporting only GPUs that are compatible with DirectX 12. It seems they dropped DirectX 11 support without any warning.

I hope they reconsider this decision since there are still quite a few Win 7 and Win10 legacy/upgraded systems in the real world that have GPUs that are not DirectX 12 compatible.

I plan to upgrade to Win 10 later this year but in addition I now need to consider a GPU upgrade for a high-end PC that's only three years old.

There is no way to get off this treadmill!
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Stefan Klein

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Actually the 770 was released more than 6 years ago...
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JC

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Likely true, I don't know when it was actually released but three years ago it was still being sold and supported as a high-end GPU. 6 years seems like a rather short time to support an expensive piece of hardware like this. 
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Nigel Dalton

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@ Stefan Klein - Well that has absolutely nothing to add to the discussion at all. The problem seems to be one of Adobe’s decision making process re: what they consider to be appropriate graphics cards.
(Edited)
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Simon Chen, Principal Computer Scientist

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Updating to Win 10 might buy you some time before doing a GPU hardware upgrade. 
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David Golding

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Actually DirectX 12 OR OpenGl 3.3 has been a requirement for some time now. Your WIN 7 rig was working via the OpenGl option. Appears Adobe has gone away for the new capability using OpenGl. And looks like that was a major mistake.
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Nigel Dalton

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I’ve been trying to sort my LR Catalogue and my Capture One catalogues trying to decide what to do next. Also trying to free enough space for Windows 10 - but this isn’t my fault and I’m doing the work....
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JC

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As I look into this further, it appear you are correct, my GPU was being supported by openGL. I don't know why Adobe couldn't continue to provide this level of support for some time going forward. For me it worked well and was very stable.
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avpman

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I'm so over this. It seems with every update there are more and more problems. Where is the QC team? Oh wait - that's us!
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Simon Chen, Principal Computer Scientist

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See https://arstechnica.com/gadgets/2018/06/the-end-of-opengl-support-other-updates-apple-didnt-share-at-the-keynote/. With stagnant OpenGL driver support from the vendors and Lr's dependency on ever increasing GPU capabilities, it is a tough call to continue OpenGL support for long.
(Edited)
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David Golding

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So, reading thru all of this, appears Adobe needs to go back and provide more information in some of the documentation. The system requirements doc, the known issues doc, and the new features doc.

They have apparently depreciated the use of OpenGL, and now absolutely require DirectX (WIN) and Metal (MAC, but a particular version). If so, state as much.

Apparently the minimum requirements for OS version just to run LR are insufficient to run GPU acceleration. If so, be clear. Oh unless I have overlooked, a nice button to press in LR explaining why.

Apparently LR is more aggressive on denying many GPUs from using the Graphics Processor acceleration. they need to make that clearer. A dialog in LR should come up or be noted in preferences/performance telling you that was the case. (Adobe add that)

Apparently testing did occur with various GPUs (on various OS???) and a black list within LE exists???? If so, share that list
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CristianC25

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@Simon Chen
I will switch to Windows 10 in December this year, if my GPU - GTX 1060 6GB, which officially supports DirectX12, will still be disabled in the performance menu, I'll return here. This card is more than enough for Lightroom, I do 3D renders with it and performs decent for what I need.
There's no reason for it to be disabled in Lightroom whether it is OpenGL or DirectX12. Photoshop uses it as well as my other software I use.
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Jerry Syder

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I have the same graphics card as you, Cristian and a similar system spec, except I’m on Windows 10 and both levels of GPU is supported in LR Classic
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CristianC25

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Thanks for your reply :) I'll be less worried now.
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Philippe Coudé du Foresto

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I did a test on my PC by uprading it to Win10 and I confirm that my 1060 was recognised by LR, once I had upgraded to the latest diriver (431.70).
I'm now back to Win7 and may plan to defintely migrate to Win10, earlier than intended.
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CristianC25

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Good to know, thanks also for the confirmation.
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Nigel Dalton

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I did a test also and upgraded to Windows 10 and my card was recognised by LR8.4 in basic mode. The upgrade wasn't as horrendous as I thought but I still maintain that I don't like changes foisted upon me without prior warning. It has also given me the opportunity to get both my LR and C1 catalogs up to date and I think a change might be due.
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Simon Chen, Principal Computer Scientist

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Good to hear it works out for you after the Win 10 upgrade. Sincere apology for the lack of early warning. It was a coding change that was NOT intended for this release.