In Lightroom 4 or 5 it was no problem at all to start up to three or four background exports - of course the UI, especially the development module, was considerably slower than normal, but definitely completely usable.
LR Version: CC 2015.0.1 (with 6.0.1 update), on Window 7 64. Processor is an i7-2600, there is 16 GB RAM. RAM does not seem to be exhausted, LR6 uses about 3...4 GB with 3 parallel exports.
Edit: It makes no difference whether GPU usage is turned on or off.
- 426 Posts
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Posted 4 years ago
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My installation uses 0% CPU with a raw image opened but not actually working on something. All 8 cores peg out during a export. This brings other operations to their knees.
- 24 Posts
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If I'm working in LR and running an (export / preview render / import / file move / metadata save / etc) then the user experience while interacting with LR degrades as these jobs demand more and more CPU resources.
For example, I'd like to be able to export images from one wedding, while starting color correction on another. Currently it's hard to use LR while exporting because the UI lags, sliders become less responsive, etc.
My idea would be to assign these kinds of non-realtime tasks to a separate thread that can run at a "below normal" priority, allowing me to continue working smoothly in LR.
My current only-kinda-workaround is to go into processes on my task manager, and assign Lightroom.exe the "below normal" priority. At least this way I can queue up a bunch of tasks, then go to a different app such as PhotoMechanic and get some things done there. Of course this still doesn't let me continue working in LR itself.
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The ability to pause one or all running exports would be great. When exporting a wedding I have often 12 or more parallel exports. Since the running exports drain the cpu it takes time and nerves to start the other exports and continue editing is out of the question.
It would be wonderful if I could pause all exports and keep working until the evening or a break. Then start everything and the computer can work when I'm not working on it.
It would be a major improvement for the everyday workflow!
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I use a macbook pro late 2012 (2,6 GHz i7, 16 GB RAM) and LR works fine with it.
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The performance for this last version is just horrible compared to LR5, will wait the current sync ends to roll back on 5, worst LR release ever, hope to see a update fix this.
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Victoria Bampton - Lightroom Queen, Champion
- 4634 Posts
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The old version of LR6 is lightyears faster.
- 11 Posts
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Adobe, can you just PLEASE add the 5DR Raw profile to LR5 so I can actually work! I feel like it's 1998!
I don't use CC, just the LR6 program - are there any updates or anything I can do to help at least while you guys work on a fix?
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LR6.1 performs reasonable on my desktop, but no 6.x version does well on my laptop.
Why can NIKON display a full size NEF file in less than a second and why does it take LR up to 10 seconds ?
I have thousands of pictures of my last trip and cannot afford days of wasting my time.
Please do not ignore us. At least give a reply.
Victoria Bampton - Lightroom Queen, Champion
- 4676 Posts
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I have been posting in a wrong subject I fear.
My display comment relates to both library and develop view, without export or any other programms running on W10
- 4 Posts
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I do have issues when doing like 10 Exports simultaneously but without running Exports my LR is doing its job just fine. (Thats why I asked Adobe to implement a pause-function for Exports.) I can work on my pictures in normal speed (Development Module, Radial Filter, ...) and also the Export is at the normal speed.
And fortunately they just returned to the older, better import screen.
I use a 15" MacBook Pro Retina Late 2012 (2,6 GHz i7 16 GB Ram).
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New update is even worse. 10-15 seconds delay is switching between images in develop mode. WTF??
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If isn't sorted soon I'll be switching to Capture One
- 14 Posts
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downloading a new version as i type, will have to wait and see what happens when finished.
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last couple of days i have had LR & PS & several pages of chrome open and open element(website making program) all open at the same time and have had no problems.
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2TB SSD RAID 0

Jeffrey Tranberry, Sr. Product Manager, Digital Imaging
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Victoria Bampton - Lightroom Queen, Champion
- 4676 Posts
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Also tell us how many smart collections you have and how big they are?
- 140 Posts
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Victoria Bampton - Lightroom Queen, Champion
- 4676 Posts
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- 54 Posts
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Victoria Bampton - Lightroom Queen, Champion
- 4676 Posts
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- 54 Posts
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Thanks for thinking on this with me
Jeffrey Tranberry, Sr. Product Manager, Digital Imaging
- 15071 Posts
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- 54 Posts
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In the NVIDIA settings i found this,
under that cuda I selected to use the graphics card not the global settings. even if the global settings are set for the card.
im not even all that sure what this does since I have no idea what all that is, I dont even speak English :) but so far this looks to be a life saver
Simon Chen, Principal Computer Scientist
- 1533 Posts
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Can you confirm that the your earlier performance issue is only present when the GPU acceleration is turned on in the Lightroom user preference. When you turned the GPU acceleration off, the performance is ok?
- 54 Posts
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yea not sure why this is but so far so good.
it did not matter if i turned it on or off before, I tried both and both ways super slow.
I have not gotten the message that direct2d is not working since I changed that cuda thingy.
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so frustrating and no help at all from adobe, no suggestions or acknowledgment of this shitty situation. another sad company focused on the masses of people that just play around and ignore people who make a living from this, I guess we are fewer and not as lucrative market for them when they can sell this to families and dabblers.
Victoria Bampton - Lightroom Queen, Champion
- 4676 Posts
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They're working on tracking it down, but it's proving hard to find at the moment. Rest assured, it's a high priority.
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Simon Chen, Principal Computer Scientist
- 1533 Posts
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@Sigurdur @nigel The performance issues always tends to be specific to the individual situation (setup & workflow). The developers need to see the problem before they can fix it. The best way that you can help us tracking down the issue is to be as specific as possible when describing the problem.
1) For starters, please post the Lightroom>Help>System Info..., this will give us a baseline info about your machine configuration.
2) Then describe in detail steps in Lightroom to reproduce the issue that you are reporting. Think of any of special setups or workflows that could make your situation different from others. Our QE or others might have miss those test cases or setup.
3) Experiment within your same setup to see if you can find a particular pattern.
4) If you have access to a secondary machine, see if you can reproduce the issue there following the same steps.
- 54 Posts
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thanks for reading in this for me!!!!
nothing has changed. it just slowed down. so here is my sob story,
lightroom starts messing up couple of months back.
I reinstalled it.
i bought a new ssd just to be sure it was not that, did not migrate my old stuff just in case, just installed windows 10pro, drivers and cc, lightroom still super slow.
tried to start a new catalog, put the catalog on the ssd, put it on the old (now fresh formatted) ssd, catalog and setting in all kinds of locations.
during import tried smart preview, full preview and minimal all the same.
i have everything off, face location and mobile.
there does not seem to be any difference in if I have the edit/settings/performance set to use graphics processor or not
so the issue, when i click arrow or next image in catalog it can take as much as 5 sec to switch to next image, then it can take up to 10 sec to render preview and then when I past settings from previous image that can take 10 sec to preview. if I need to use tools like brush, spot healing or any overlay tool it takes for ever. the spot healing tool will sit for a while then when I click on the spot to move it for a better sample it staggers, jumps and takes forever. with paint brush, i paint like mad over what I need then wait 5-10sec for the adjustment to paint in. i can watch as the paint head moves over the image and applies the adjustment. when i hold down alt to remove a section it does the same, slow moving and staggers along.
there is nothing I can do if lr is exporting or importing, converting to dng or any other long process, then everything is way way slower from already super slow performance, so now I have to set my machine to upload my work overnight.
it now takes me 2-3 times longer to work than it should.
I have been in a bunch of forums and read a lot of descriptions from users with the same issue.
I work typically with about 80-150 photo size project.
I shoot with D800's, d7000's d2xs, sony ar7ii' and 7ii,, dji drones, gopros and it does not look like any difference in performance.
I am not even going to talk about video playback performance! it is just a joke, might as well be drafting my work with a crayon and paper.
sorry for the long post!
and thanks for the help!
Lightroom version: CC 2015.6 [ 1078672 ]License: Creative Cloud
Operating system: Windows 10
Version: 10.0
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 3.4 GHz
Built-in memory: 32713.8 MB
Real memory available to Lightroom: 32713.8 MB
Real memory used by Lightroom: 433.3 MB (1.3%)
Virtual memory used by Lightroom: 395.5 MB
Memory cache size: 226.1 MB
Maximum thread count used by Camera Raw: 8
Camera Raw SIMD optimization: SSE2,AVX,AVX2
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Displays: 1) 2560x1600, 2) 3840x2160
Input types: Multitouch: No, Integrated touch: No, Integrated pen: Yes, External touch: No, External pen: Yes, Keyboard: No
Graphics Processor Info:
GeForce GTX 760/PCIe/SSE2
Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 368.39
Renderer: GeForce GTX 760/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler
Application folder: C:\Program Files\Adobe\Adobe Lightroom
Library Path: E:\May 2016\May 2016.lrcat
Settings Folder: C:\Users\Siggi\AppData\Roaming\Adobe\Lightroom
Installed Plugins:
1) Canon Tether Plugin
2) Export to Photomatix Pro
3) Facebook
4) Flickr
5) HDR Efex Pro 2
6) jf Zenfolio
7) Leica Tether Plugin
8) Nikon Tether Plugin
Config.lua flags: None
Adapter #1: Vendor : 10de
Device : 1187
Subsystem : 27653842
Revision : a1
Video Memory : 1989
Adapter #2: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Speakers (Realtek High Definition Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 44100
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 760/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.5.0 NVIDIA 368.39
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_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_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_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture 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_draw_vulkan_image 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_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle 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
- 54 Posts
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I import raw files, second copy goes on to a drop drive and one copy in the catalog. the current catalog is drive e: 7800rpm 1tb internal sata drive, lightroom is on c: with scratch and cash folders. I have tried this on a ssd sata or on the c: drive, then typically I apply a basic adjustment to a batch of photos and then I go over them one by one, lot of copy and paste settings from one image to another. then when Im done with editing i drag the folder to an external file station.
current catalog has two active folders and then a bunch of folders on the diskstation.
i have tried to make new catalogs and keep them in different locations.
Simon Chen, Principal Computer Scientist
- 1539 Posts
- 497 Reply Likes
1) Turn off the use of the second monitor in Lightroom to see if it helps;
2) Try disable the 3rd party Lightroom plug-ins from Lightroom File>Plug-in Manager...
When the slow down happens, what is the memory usage of Lightroom according to the Activity Monitor?
Simon Chen, Principal Computer Scientist
- 1539 Posts
- 497 Reply Likes
A) Locate the LR configuration folder
1) Launch LR
2) "Edit>Preferences..."
3) Select Preset tab
4) Click "Show Lightroom Presets folder"
5) A Finder window will open with a folder like "/Users/your-login-account/Library/Application Support/Adobe/Lightroom/" selected. This is the LR configuration folder.
B) Copy the config.lua file into the Lightroom configuration folder. This config.lua file contains code that LR will read at startup to enable logging.
C) Restart LR. This will ensure LR reads the config.lua at start up.
D) Do the steps to reproduce your performance issue.
E) Quit LR
F) Go to your Documents folder (/Users/your-login-account/Documents/). You should see a bunch of recently created *.log files. Zip them and upload it to some online location (CC sync folder or Dropbox) and share the link with me at sichen at adobe dot com.
G) Disable logging by moving, deleting, or renaming the config.lua file. If you skip this step, LR will continue to append to these files and they will grow unbounded. So please remember to get rid of config.lua after the test.
- 54 Posts
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the second monitor tab is off and I never use it
the only 3r party plug in active is the export to zenfolio. on the last test I did where I installed it all clean on the ssd there were no addons and the only thing i did out of the normal clean install from cc was turn off face, location and mobile cc sync folder,
- 54 Posts
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I sent you the config test folder.
Simon Chen, Principal Computer Scientist
- 1533 Posts
- 495 Reply Likes
Simon Chen, Principal Computer Scientist
- 1539 Posts
- 497 Reply Likes
- 54 Posts
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that is a nfs it is for storage only i never work of that drive.
if I need something from there I move it the c:
I have tried to turn it off and to disconnect it from the network in case it was some kind of wired index issue.
on the last catalog install I used for part of the test I sent you it was not installed to that catalog.
yea im sorry, you did say dropbox and i e-mailed it :) I shared a dropbox with you :)
i don't have cc shared turned on and have not dared to even try to use it for fear of even more slow down.
- 54 Posts
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- 55 Posts
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It actually runs faster with GPU Accel turned off (hah!) but even then it's useless. 3-5 seconds to switch between images in the develop module, horrendous memory leakage (Have to reload the application every 30-50 minutes) and just overall sluggishness.
Intel 4790K @ 4ghz, 32gb RAM, nVidia 970 GTX and SSD's all around, no network drives.
Logs here: https://1drv.ms/u/s!AnWpr2dszNA_gtNvQKqY41d30blBGQ
Simon Chen, Principal Computer Scientist
- 1532 Posts
- 494 Reply Likes
- 54 Posts
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yea my machine eats doom4 at 4k with no lag no refresh issues while watching soccer on the second monitor, not a computer hardware issue, might be some config thing!
Simon Chen, Principal Computer Scientist
- 1532 Posts
- 494 Reply Likes
- 54 Posts
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- 54 Posts
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Simon Chen, Principal Computer Scientist
- 1532 Posts
- 494 Reply Likes
Test the following in sequence:
1. Collapse the Detail Loupe view in the Detail Panel and make it not visible.
2. Close the Navigator/Histogram/Filmstrip
See if any of this helps.
- 54 Posts
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still about 3-5 sec to move to the next image and if i then click zoom to 1:1 that takes another 3 -4 sec. spot healing tool still takes a long time and stutters like mad.
- 11 Posts
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Simon Chen, Principal Computer Scientist
- 1532 Posts
- 494 Reply Likes
1. The detail loupe render in the Detail Panel. You should collapse/hide the detail loupe view in the Detail Panel unless you really need it. The usefulness of this loupe is much less in the recent version of Lightroom because Lr now renders the sharpen and NR at all zoom level these days. In the early days, it was more of a performance workaround when the sharpen and NR are not rendered accurately if at all in zoom out view.
2. Your image size is big 7887x5260. What camera are they captured from?
3. There are apparently spot removal and local adjustment brushes applied to the photos. Those are known to be taxing to Lightroom if you have lots of them.
- 54 Posts
- 17 Reply Likes
disable features that you put in there, blame it on spot healing and local adjustments that you hail as the "most advanced features of LR" and my file sizes?????
you guys are in for a rude awakening if you can't build software to support your own tools or the cameras that everyone is using!!!!!!
totally useless!!!!
in the folder that was in the test were Sony a7r ii files, d800 files and small dji drone files, it does not matter what gallery i am working on, small , medium or large files. LR just kind of hobbles on!
- 68 Posts
- 6 Reply Likes
Victoria B. will be happy to hear that my problems seem to have disappeared last time is started to use that computer. Not sure what caused it. I replaced disk with SDD, but I don't know about the effect of W10 and CC upgrades.
CC15.6 however did crash on me during a normal edit of a small jpg file. Atthis stage I am not worried about that.
- 77 Posts
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3. There are apparently spot removal and local adjustment brushes applied to the photos. Those are known to be taxing to Lightroom if you have lots of them."
So since I am intensively working with 5Ds (50 Megapixels) and because I use intensively Local adjusment brushes and spot removals I should move to Capture One? Is this what you are suggesting?
Simon Chen, Principal Computer Scientist
- 1532 Posts
- 494 Reply Likes
If you found yourself to need to brush a lot or doing a lot of spot removal corrections on a particular photo, you could consider whether you should make the change in Photoshop where you don't need to carry all the edits forward.
- 11 Posts
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i am having pretty much the same problems as Sigurdur Ragnar, above. Here is my System Info Log.
I feel like crying when I need to edit my 1000's of images. I feel so disheartened when I open up LR now. I never felt like this. I always sang its praises and ALWAYS recommended it to everyone I came into contact with photographically. I've looked at Capture 1 and even downloaded it. I am loathe to try it though as I really don't have the time to re-learn another editing suite. I've been on LR since the beginning!
Please help. Plese don't recommend that I go into PS to do my editing. I have 1000's of images from many shoots to edit. That is why I've always used LR. Because I'm a photographer, not a designer!
Lightroom version: 6.6 [ 1078672 ]License: Perpetual
Operating system: Windows 7
Version: 6.1
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 1.9 GHz
Built-in memory: 16361.1 MB
Real memory available to Lightroom: 16361.1 MB
Real memory used by Lightroom: 4911.9 MB (30.0%)
Virtual memory used by Lightroom: 5024.8 MB
Memory cache size: 4136.8 MB
Maximum thread count used by Camera Raw: 8
Camera Raw SIMD optimization: SSE2,AVX
System DPI setting: 120 DPI
Desktop composition enabled: Yes
Displays: 1) 1920x1080, 2) 1920x1080
Input types: Multitouch: No, Integrated touch: No, Integrated pen: Yes, External touch: No, External pen: Yes, Keyboard: No
Graphics Processor Info:
GeForce GTX 460M/PCIe/SSE2
Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 368.22
Renderer: GeForce GTX 460M/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler
Application folder: C:\Program Files\Adobe\Adobe Lightroom
Library Path: C:\Users\nigel\Pictures\Lightroom\LR BackUp\2011-04-13 0008\Backups\2015-08-12 2222\Files for Editing-2-2-2.lrcat
Settings Folder: C:\Users\nigel\AppData\Roaming\Adobe\Lightroom
Installed Plugins:
1) ON1 Resize 10
2) PhotoShelter
Config.lua flags: None
Adapter #1: Vendor : 10de
Device : dd1
Subsystem : 71001558
Revision : a1
Video Memory : 1489
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Headphones (High Definition Audio Device)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 44100
Build: LR5x102
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 460M/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.5.0 NVIDIA 368.22
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading 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GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NV_shader_thread_group GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
- 88 Posts
- 29 Reply Likes
- 14 Posts
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any edits i do in photoshop and do not have any problems
LR in my opinion is not meant to replace Photoshop.
- 44 Posts
- 9 Reply Likes
I gotta say, I'm back to editing in LR 5.7. I can not work in LR6 when dealing with volume. It is prohibitively slow. I'm beyond sick and tired of Adobe bs-ing us all about this. I teach at two colleges and one university. I use A LOT of different computers. LR 6 is measurably slower on every single one. Without fail.
Are you able to roll back to LR 5?
- 55 Posts
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- 54 Posts
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- 54 Posts
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- 55 Posts
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Phocus from Hasselblad has support for my camera so I'm going to give that a look, especially given that it's free. I just feel rather galled at having paid for the standalone licence for LR 5.7 and then CC, that I'm neither elegible for a refund nor able to save myself the expense by cancelling a subscription :/
Victoria Bampton - Lightroom Queen, Champion
- 4676 Posts
- 1796 Reply Likes
- 55 Posts
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- 44 Posts
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Nigel, what about the DNG converter? You could use that to convert the 5Ds files, then edit in an older version of LR. I'm feeling for ya!
- 54 Posts
- 17 Reply Likes
im now working on another gallery that should have taken about 2 hours and I am in my 5th hour of editing. I guess i could just do what adobe does and dont give a crap about my customers and just put out crap? not!!!! im out!!!!!!
- 54 Posts
- 17 Reply Likes
and adobe totally silent other than telling me to close panels, not use tools and smaller files?????
- 54 Posts
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- 88 Posts
- 29 Reply Likes
Agreed. :)
Just go back to CC2015.5.1...
- 54 Posts
- 17 Reply Likes
I have a gallery with 700 photos to go through!
see when I click on the next image how long it takes, the slider lags like mad.
and this is in a tiny minimized for capture window so it does not even have to render full frame!!
#adobe are you guys even looking a this or you just going to keep blaming for for using your tools and for taking too many too big images??????
- 88 Posts
- 29 Reply Likes
Same here. Downgrade to 2015.5.1 takes approx 10 minutes. It is REALLY easy.
Then you're able to do your work again.
I guess that the Adobe-representatives doesn't know what's really going on. Capture One gets very sexy! But... It lacks of a history. Hmpf.
- 54 Posts
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- 88 Posts
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OK, the short one: http://www.lightroomqueen.com/how-do-i-roll-back-to-lightroom-2015-1-1-or-lightroom-6-1-1/
- 54 Posts
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One week ago I bought new MacBook 12" Retina (1,2 Ghz m5, 8GB RAM, 512 SSD) and today i finally try some Time lapse editing in Lightroom version: CC 2015.6 [ 1078672 ]
Generally, everything is ok, but the export process is painfully slow. My 495 pictures LR is exporting almost two hours. On my iMac 27" (i5, 32GB RAM, 1TB 7200 HDD) 600 photos are exported in 20 minutes or less. I know that in iMac there is 32GB RAM according to 8GB in MacBook, but I think that this kind of slowness isn't norml. On iMac i have previous version of Lightroom.
I tried check/uncheck "Use Graphic Processor" option, but everything is same.
Do you have any suggestions? It's not a "life problem" for me, I still can edit my Time lapses on iMac, but I just want to know that this is not a hardware problem in my MacBook.
Thanks in advance.
- 54 Posts
- 17 Reply Likes
i have a macbook pro with 8gb of ram and an ssd and it is much faster with the old version of lr.
- 2 Posts
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I don't have any issues with workflow in LR, just in export process. Interface is smooth and very responsive, just like on my iMac. But, on iMac exporting is much faster, that's strange for me, because in MacBook I have SSD, and in iMac is "ordinary" SATA disk. Ok, memory is much, much "harder" on iMac, 32 GB compared with 8 GB in MacBook, but I think that this kind of slowness isn't normal...
- 68 Posts
- 6 Reply Likes
M Q's:
1. Did I miss any involvement of Adobe in this thread. ?
2. We all know that filesize is expressed in bits, bytes, etc. What is the point of a discussion mentioning inches and DPI, the latter only relevant when we print?
- 54 Posts
- 17 Reply Likes
the question had been on exporting being
- 68 Posts
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(Are you from beautiful Iceland Sigurdur?)
- 54 Posts
- 17 Reply Likes
I use standard previews, I have tried minimal, smart but not 1:1.
yea im Icelandic. I live in Texas now. :)
- 68 Posts
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Simon Chen, Principal Computer Scientist
- 1539 Posts
- 497 Reply Likes
In your recorded video, do you have the GPU acceleration on or off? I would check to make sure that your GPU driver is up-to-date, you have enough video RAM for the GPU card and it has enough data throughput (speed to transfer data from the CPU memory to the GPU memory) to handle the big image that you throw at it. I realize you have a 3-year old GTX 760 card (https://en.wikipedia.org/wiki/GeForce_700_series).
One question, if you walk adjacent photos A->B, and then try switch from B->A, is the switch more instantaneous than the initial switch from A->B?
- 54 Posts
- 17 Reply Likes
the drivers are up to date. gpu is set to on. it is faster going b-a to a loaded image than it is a-b to a new image.
I have 32gb of ram the card is a
after downgrading it is faster.
ps on pen input and all edits is lighting fast and I never have issues there, using the latest updated version.
then there is this line?
"Memory cache size: 0.0 MB" ??????????
In system settings lr is seeing my system as win 8.1? i have win 10, latest version.
Lightroom version: CC 2015.1.1 [ 1032027 ]License: Creative Cloud
Operating system: Windows 8.1 Home Premium Edition
Version: 6.3 [9600]
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 3.4 GHz
Built-in memory: 32713.8 MB
Real memory available to Lightroom: 32713.8 MB
Real memory used by Lightroom: 2125.6 MB (6.4%)
Virtual memory used by Lightroom: 2223.6 MB
Memory cache size: 0.0 MB
Maximum thread count used by Camera Raw: 4
Camera Raw SIMD optimization: SSE2
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Displays: 1) 2560x1600
Input types: Multitouch: No, Integrated touch: No, Integrated pen: Yes, External touch: No, External pen: Yes, Keyboard: No
Simon Chen, Principal Computer Scientist
- 1539 Posts
- 497 Reply Likes
>"it is faster going b-a to a loaded image than it is a-b to a new image"
This means the data bandwidth/throughput of your GPU card (CPU RAM-> GPU video RAM) might be the weakest link for this particular machine setup. You might consider upgrade to a more capable GPU to see if it helps. You might as well turning the GPU acceleration off on this machine.
"Memory cache size" keeps track of the size of some internal cache which can be purged once a while. Does this number always remains at 0 for you, even after some Lightroom use?
- 54 Posts
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