Lightroom CC: Very slow rendering in Develop module

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  • Updated 1 year ago
  • (Edited)
hi folks,
just installed LR CC. Rendering in develop module is really slow. Eg. when I move between photos, it takes a good 3 seconds for the photo to fully render. Displays "loading" for about 2 seconds and then a further second or two before the image is fully rendered.

This isn't happening in the Loupe view.

This is with a new set of photos I just imported, and I had "build 1:1 previews" set during import.

Is this an issue or have I got a setting wrong somewhere?

It wasn't quite this bad on LR 5.

Thanks
Dave
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dave banen

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Posted 4 years ago

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Victoria Bampton - Lightroom Queen, Champion

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Dave, go to preferences> performance and turn off the gpu to see if you're happier. There a trade-off - the smoother interactivity with it turned on its traded for slightly slower load speed while the data is passed from the cpu to gpu.
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dave banen

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hi Victoria,

Yes that seems to make a difference.

What's the trade-off for turning it off?

FYI i am using raw files.

thanks
Dave
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dave banen

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I should have worded that - what do you mean by "smoother interactivity" ?

what does the GPU function actually do?
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Victoria Bampton - Lightroom Queen, Champion

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Eric's post might help Dave: https://forums.adobe.com/thread/1828580
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dave banen

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Thanks Victoria. Looks like leaving it turned off is the way to go.
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Laurence Pierce

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LR 6 CC is installed on 2014 Mac Pro 12 Core Dual AMD Fire Pro 700, 32 GB Ram 1TB SSD, Dual Apple HD 30 Displays

When I first open LR CC, all is ok, tools are fast , Radil Filter is fast, after a short time in Develop module, the program starts to slow

The Radial, and Clone tools become VERY unresponsive, as well as global adjustment tools also slow,

After 1hour when using the Develop Module, the radial filter become UNSTABLE, the filter was VERY unresponsvive,then it would cause the entire screen to go Black, no image displayed, then the radial filter disappeared, and was not on the image.

As far as I am concerned LR CC IS NOT useable, I am amazed at how this product has been released, I also run Perfect Photo Suite 8.5, and DXO Optics Pro 10, both are VERY fast and stable.

QUESTION: will I need to wait until LR 7 next year, or can they fix this with LR 6 updates,

Regards
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Luke Kroeker

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I've the same issue.  It's horribly slow, and isn't an issue with my computer everything else runs just fine.  

Lightroom version: CC 2015.6.1 [ 1083169 ]License: Creative Cloud
Operating system: Windows 10
Version: 10.0
Application architecture: x64
System architecture: x64
Logical processor count: 4
Processor speed: 3.4 GHz
Built-in memory: 24533.9 MB
Real memory available to Lightroom: 24533.9 MB
Real memory used by Lightroom: 4943.7 MB (20.1%)
Virtual memory used by Lightroom: 6632.8 MB
Memory cache size: 5078.1 MB
Maximum thread count used by Camera Raw: 4
Camera Raw SIMD optimization: SSE2,AVX
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Displays: 1) 1920x1200, 2) 1200x1920
Input types: Multitouch: No, Integrated touch: No, Integrated pen: Yes, External touch: No, External pen: Yes, Keyboard: No

Graphics Processor Info: 
GeForce GTX 660/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 368.81
Renderer: GeForce GTX 660/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler


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

Installed Plugins: 
1) DxO OpticsPro 10
2) DxO OpticsPro 10 Importer
3) MIDI2LR

Config.lua flags: None

Adapter #1: Vendor : 10de
Device : 11c0
Subsystem : 354e1458
Revision : a1
Video Memory : 2016
Adapter #2: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Speakers (VIA HD Audio(Win 10))
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 660/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.5.0 NVIDIA 368.81
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 
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Rikk Flohr, Official Rep

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Luke; if you go to Preferences>Performance and uncheck your GPU options do things improve?
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Luke Kroeker

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Turning off the GPU gives the same terrible performance.  I've tried adjusting many settings that others have suggested to no avail.  If I had to guess it sure seems like the preview cache simply isn't doing anything, and as if it has to render EVERYTHING from scratch anytime you click on anything.   My cache is set to 25GB max and is on my SSD, there's no reason for anything to be slow. 

One of the worst things is trying to toggle back and forth between the "Before" and "After" versions of an image.  There should be no processing at all needed (especially with the "Before" version because it never changes), but Lightroom grinds to a halt and performance doesn't improve much when continuing to toggle between the two. 
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Rikk Flohr, Official Rep

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Have you:

1. Reset your preference file?
2. Done a reboot/uninstall/reboot/reinstall?
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Luke Kroeker

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Thanks Rikk,

That seems to have helped a little bit anyway.  It's not bogging down rendering the 'Before' & 'After' views as much now.  (So far I've done some editing, left it running overnight, and it seems to still be working fairly well, still not lightning fast, but much more usable)

I 'reset' (deleted) the preference file here: (C:\Users\*USERNAME*\AppData\Roaming\Adobe\Lightroom\Preferences\Lightroom 6 Preferences.agprefs)

The OS was very recently installed, and so was Lightroom CC.  
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Martin Rosindale

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Have to agree with Laurence; LR6 is looking more like a 'train-wreck' each week.
I accept that all software has some bugs but there are far too many problems appearing in LR to be acceptable.
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cedward brice

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LR6 is unusable..worst release by Adobe in a long time.
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Steen Brogaard

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Totally agree - should never have upgraded to this version om LR. Have had Adobe-tech looking at my computer three times - with no success at at all. First it wouldn't import video-files, then it wouldn't import at all - for no reason it imports pictures now - but is like 15 seconds to load each picture even in loupe-mode. Even though the files just has been loaded once. Adobe-tech told me I could open the CC-catalogue in LR 5 and keep on working in that version. Not true. Lots of other glitches too.
Really hope Adobe will work fast, for once, on an upgrade.
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Joy Thunell

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I'm glad I found this post and found it isn't just my MacBook! It has been getting worse and worse, to the point I cannot finish editing my season's photos and I'm getting very upset!
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ivan.planinar

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I have been using LR for years. LR CC is by far the slowest working release. The program often hangs. Also, when LR is opened, the temperature of CPUs go to max. even without doing anything. It is stressing my machine to the core.

Windows 8.1 / latest LR CC.
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Innocent Okorji

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LR5 is the go to app. The LR CC simply adds nothing but frustration with the crop tool unstable and many other glitches. I have decided to cancel the contract and await an update asap.
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Victoria Bampton - Lightroom Queen, Champion

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You don't happen to use a Wacom tablet, do you?
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Innocent Okorji

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Yes, I do use Wacom tablet. Why?
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Victoria Bampton - Lightroom Queen, Champion

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There have been some other Wacom-specific bugs and I'm trying to figure out the links. It would be really helpful to know whether you see the same problems with a normal mouse/trackpad, and if not, which Wacom Driver you're using. I suspect that's key.
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Innocent Okorji

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You are right, the Wacom was the problem. I've installed a new driver and the crop tool appears to come back to normality. Thanks and you've saved Adobe one customer.
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Victoria Bampton - Lightroom Queen, Champion

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Great news, thanks for the update
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Housik

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I have LR 6.1.1, GPU support off, SSD drives, 16GB of memory, rendered 1:1 previews and swiching from one photo to another and back takes seconds to display sharp image in Develop module on Intel i7-3770K running 4.5GHz. This is unacceptable behavior, when 1:1 preview is available - it MUST be displayed in a fraction of second! Thank you for solving this simply bug!
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Matthew Zory

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I'm in LR CC 2.1---not the same LR dependability from my LR 3 and 4 days. Way too many hangs, mouse works on somethings, sometimes and not on others. Long times loading images---sometimes. Always crashes or hangs upon reopening. BUH!
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Jeffrey Tranberry, Sr. Product Manager, Digital Imaging

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Have you tried restoring your prefs and then relaunch Lightroom? http://blogs.adobe.com/lightroomjourn...
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Matthew Zory

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Wow, thanks for the suggestion---no I haven't tried this. Yesterday I couldn't get it to open at all! So I tried signing out and then back in, to the CC app. So far so good. But I've book marked that link you posted just in case...
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GEORGE LUCOZZI

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Greeting all. First off thanks for writing about your experiences. Nice to find others having similar issues and what they have tried...

I am in the midst of a major LR CC slow down dilemma as well. Wanted to hear your thoughts.

So, I just recently upgraded my whole system from an older XPS desktop slower 3.4 Ghz CPU, 8Gbs RAM, windows 7 and a standard def 24" dell monitor).

New Sys:
Windows 8.1
Core i7 - 4970 3.6 Ghz
16Gb Ram

GPU
Nvidia GeForce 750 Ti
Ded Mem - 2Gb DDR5

New Monitor BenQ 32 UHD

On paper this should blow my old system away.

That said, doing tasks that used to be quickly executed have been very slow. Anything having to do with changing image settings (exposure, contrast, shadow...) is painfully slower than in my old sys. I have been rendering standard previews... then tried 1:1. Preview rendering is VERY slow now which I now understand better since it is building huge previews for this screen to the tune of 3840 pixels.

With all my performance gadgets open I have been trying to see how different functions in LR affected load on the GPU and CPU. I did also bounce back and forth trying the GPU accelerator feature but that doesn't seem to have any benefit (at least none that I can see). The only thing I did notice is that when that option is not checked that my 8 cores tack out a lot more when working however, the GPU monitor does not show any major ramp up of load when it is checked. I would assume that should be working harder if the cores are not.

After messing a around a while my suspicion is that maybe something (LR itself or the system) has to do too much work to feed this monster monitor with updated re-rendered previews. To support this I changed my screen rez to 1080 and see an immediate difference in response time and performance.

I wish I had a higher end video card to see if just swapping that out kills this issue for me.

Thoughts??
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Ian Murray

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Lightroom cc latest release is unusable.
i7 with geoforce gt690 card and 32 gbyte of ram. Runs like a crippled snail.
Have updated wacom driver, updated Nvidia driver, disabled and enabled GOU and deleted and replaced preferences files. Still no improvement.
Have reverted to LR 6 standalone which fabsolutely flies.

Worst release ever by adobe.
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Karlis Kalnins

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Hey Adobe,

why is the perfomance in the develop mode still so poor when i switch from one image to the next?

When i disable the gpu support it's so much faster but then the editing himself is arkward slow. I've still rendered the 1:1 previews and i work on a fully equiped 8-core Mac Pro (Late 2013).

So what's going wrong? This kind of "working" sucks!
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Victoria Bampton - Lightroom Queen, Champion

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Karlis, there's an extra overhead in passing the data from the CPU to the GPU, which is why loading is slower with it enabled. It's a case of picking which is more important to you - loading speed or interactive speed. Rendered 1:1 previews won't help in the Develop module.
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Karlis Kalnins

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@Victoria - you're kidding! That couldn't be a final situation. It sucks my whole editing process all the time!
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Victoria Bampton - Lightroom Queen, Champion

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I'd love to say I was kidding, but everything in life is a trade-off. I hope they'll be able to optimize it further over time. If you're not using a 4k/5k screen, you might be better with it off.
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Karlis Kalnins

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Damn. I also use a 4K screen :-(

So for what are the (1:1) previews?
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Victoria Bampton - Lightroom Queen, Champion

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1:1 Previews are primarily used for checking focus in the Library module. If you don't need to zoom in the Library module, Standard size will do you fine.
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Karlis Kalnins

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Any other suggestions to get a smooth workflow in the development module?
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Innocent Okorji

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Which OSX are you running? If you are on any of the last upgrades, then that's the culprit.I am on 10.9.5 and my system is 2007, yet no issues with LR CC after resolving the Wacom problem.
Heck! only if I could remember which of the preferences that I disabled, unplugged the Wacom and back; afterward I am laughing all the way. Try the help desk again and it is free.
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Karlis Kalnins

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I'm on El Capitan. You're realy on 2007? Okay... i think we have different perspectives of "performance" ;-)
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Innocent Okorji

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Yes 2007, Does that sound strange? LR even the CC version is not a resource intensive app and you certainly don't need an 8-core system to get moving just fast.
Actually, what's the hurry? On a side note the El Capitan and its predecessor are not graphic friendly; some videographers and photographers running the state of the art Mac hardware have all downgraded to v 10.9. You may consider that option and put your blame on LR CC elsewhere, perhaps.
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Joel

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Turning this off SIGNIFICANTLY improved the performance of moving between photos in develop mode. Thank you!
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Danie Bester

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I've had it with slow Lightroom CC and all the other issues like error reporting like "The image Appears to be Damaged". My PC might not be brand new, but with a Core I-7 CPU and 12 GB of Ram, the lag time is getting to me.
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etw

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I fixed the "LR is ridiculously slow" problem by disabling all plugins in File --> Plugin Manager. I was having the same problem waiting up to 10 seconds for previews to display on a super super powerful desktop. 
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Paul Wright

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I'm a carbon copy of most other posters here.  Running CC 2015.6, Win 10,  3.6 GHz 8 core i7, SSD, 32Gb, GeForce GTX770 with latest drivers. This is a fast machine that just eats PremierePro  projects and absolutely anything I throw at in in PS.  It has been cracking fast in LR but has slowed down to the point I feel like screaming while churning through 200-400 file projects. The only thing that's elevated is my blood pressure.  If I use ACR it's red hot, weird ...

I've done the usual stuff, clear cache,  trash preferences, toggle GPU, disabled plugins, done proper FULL Win10 shutdown. I'm at my wits end. It wouldn't be that big a deal to uninstall LR and reinstall. Is this known to help? And yes, I'm using a Wacom PTZ-630 tablet.
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Danie Bester

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Mu Lightroom runs faster after upgrading to a 6th Gen core i7, 32Gb RAM, 2 x SSD's, GeForce GTX950. But... 

I have to disable the GPU to get the brushes smooth. After working for an hour or so, I have to restart Lightroom, because it becomes so slow. I've tried everything. Separate SSD's for Cache and LR Catalogs, latest GPU drivers. Freshly installed OS. Newly installed LR 2015.6... To no avail. 

After building HDR-Panoramas in LR, I get the error message, "File Appears to be damaged", even though I can edit and export it perfectly. These are all issues we have to contend with. 

I love everything about Lightroom, except the speed and bugs. Lightroom isn't a mature product for professional photographers, and I can see why a lot of photographers stick to a Bridge and ACR workflow.