Lightroom CC2015.7 / 6.7 update is now available

  • 5
  • Announcement
  • Updated 2 years ago
Lightroom CC 2015.7 and Lightroom 6.7 are now available.  The goal of this release is to provide additional camera raw support and address issues that were introduced in previous releases of Lightroom.

Complete information can be found here: 

http://blogs.adobe.com/lightroomjournal/2016/09/lightroom-cc-2015-7-now-available.html
Photo of Jeffrey Tranberry

Jeffrey Tranberry, Sr. Product Manager, Digital Imaging

  • 15328 Posts
  • 2224 Reply Likes

Posted 3 years ago

  • 5
Photo of Jao van de Lagemaat

Jao van de Lagemaat

  • 194 Posts
  • 61 Reply Likes
Jeffrey, the update does not work on Mac OS X. It gives a corrupted download U43M1D207 error. camera raw updates just fine but not Lightroom. Tested on multiple machines and lots of reports on the internet.
Photo of Rikk Flohr

Rikk Flohr, Official Rep

  • 5168 Posts
  • 1051 Reply Likes
Jao, I also responded to you on the Lightroom Journal. On which OS versions are you seeing this?
Photo of Jao van de Lagemaat

Jao van de Lagemaat

  • 194 Posts
  • 61 Reply Likes
I tried it in a Mac OS X 10.11.6 and a 10.10 machine. Both gave the same error.
Photo of Rikk Flohr

Rikk Flohr, Official Rep

  • 5168 Posts
  • 1051 Reply Likes
Have you attempted a "retry" on either machine?
Photo of Jao van de Lagemaat

Jao van de Lagemaat

  • 194 Posts
  • 61 Reply Likes
Yes same result
Photo of Victoria Bampton - Lightroom Queen

Victoria Bampton - Lightroom Queen, Champion

  • 4755 Posts
  • 1841 Reply Likes
Where in the world are you Jao? I'm wondering if it's specific to certain locations/servers.
Photo of Jao van de Lagemaat

Jao van de Lagemaat

  • 194 Posts
  • 61 Reply Likes
Southwest USA
Photo of Jao van de Lagemaat

Jao van de Lagemaat

  • 194 Posts
  • 61 Reply Likes
I am seeing reports from people solving it by uninstalling Lightroom completelyand reinstalling on the u2u forums
Photo of Rikk Flohr

Rikk Flohr, Official Rep

  • 5168 Posts
  • 1051 Reply Likes
Jao, Thanks for the additional information. Can you attempt a retry on one of your machines and see if this is now resolved?
Photo of Jao van de Lagemaat

Jao van de Lagemaat

  • 194 Posts
  • 61 Reply Likes
Thanks. It appears to have gotten fixed. It installed now on my 10.10 machine. Will check my 10.11 machine tonight
Photo of Jeffrey Tranberry

Jeffrey Tranberry, Sr. Product Manager, Digital Imaging

  • 15322 Posts
  • 2222 Reply Likes
Thanks. Looks like one of the nodes was bad. We refreshed it and it should be working across the board now.
Photo of Mario Adario

Mario Adario

  • 85 Posts
  • 2 Reply Likes
I read LR 6.7 should be installed BEFORE upgrading to Sierra...but I already upgraded... will I have any issue?
Photo of Victoria Bampton - Lightroom Queen

Victoria Bampton - Lightroom Queen, Champion

  • 4755 Posts
  • 1841 Reply Likes
No, should be fine Mario.
Photo of Amit Kumar

Amit Kumar, Senior Computer Scientist

  • 20 Posts
  • 11 Reply Likes
Hi Mario,
You may see the following issue (see the kb doc):

"The Import dialog doesn't display Apply During Import and Destination options.
Note: This issue persists if you update to Lightroom CC 2015.7/Lightroom 6.7 from the previous version already running on macOS Sierra. Right-click the Apply During Imports panel and select the Apply During Import and Destination options to make them visible in Lightroom CC 2015.7/Lightroom 6.7."
(https://helpx.adobe.com/lightroom/kb/lightroom-and-mac-os-sierra.html)

The reason why this happens is that on Sierra, an older version of Lightroom would write incorrect preference values for the visibility of these options.
Photo of Butch_M

Butch_M

  • 304 Posts
  • 125 Reply Likes
All I know is, I'm not updating anything until the beta testers subscribers have reported back that nearly everything works as intended and that no vital functions, features or capabilities have not been broken, removed or otherwise hampered.

Rolling back three times of the last five updates has been too much.
Photo of Stephen Leggett

Stephen Leggett

  • 73 Posts
  • 5 Reply Likes
Well, so far, on macOS 10.12, new in this release (LR CC 2015.7), in no particular order:
1. Index numbers disappear from the Grid view in Library
2. Import function shows devices that are attached to a virtual machine and not visible to rest of the OS, means endless clicking and/or scrolling to get to the folder you want to import from
3. Thousands (could be tens of thousands) of messages an hour being written to the log files about playing with the keychain.
4. After installing, if first thing you do is launch from Dock, it fatally aborts. Launching from CC seems to permanently fix this
Photo of Jeremy Wood

Jeremy Wood

  • 15 Posts
  • 1 Reply Like
It doesn't look like its fixed the problem with selecting un modified files to republish, introduced in 6.6
Should I look for "Dehaze" in 6.7?
Photo of Steve Sprengel

Steve Sprengel, Champion

  • 2668 Posts
  • 344 Reply Likes
Dehaze is in LR CC, now, and will be in LR 7.x if there is a LR 7 series.
Photo of Jeremy Wood

Jeremy Wood

  • 15 Posts
  • 1 Reply Like
"if there is a LR 7 series"; just as predicted
please explain your title of "Champion"
Photo of Rikk Flohr

Rikk Flohr, Official Rep

  • 5168 Posts
  • 1051 Reply Likes
A Champion is a designation by Adobe to a person who volunteers their time to provide support on this forum and helps users with quality information. 
Photo of Victoria Bampton - Lightroom Queen

Victoria Bampton - Lightroom Queen, Champion

  • 4755 Posts
  • 1841 Reply Likes
Jeremy, those marked Champion have been recognized by Adobe as helpful forum participants with excellent Lightroom knowledge, but who are not on Adobe's payroll.

Anyone with information regarding whether there will or won't be an LR7 series is under NDA, so a noncommittal answer is as good as it gets until Adobe choose to make an announcement either way.
Photo of Victoria Bampton - Lightroom Queen

Victoria Bampton - Lightroom Queen, Champion

  • 4755 Posts
  • 1841 Reply Likes
Beat me to it Rikk! ;)
Photo of Steve Sprengel

Steve Sprengel, Champion

  • 2668 Posts
  • 344 Reply Likes
According to US Tax law Adobe cannot provide new features without the customer paying again.  The government wants you to pay again so they can collect more tax.  

With CC you pay a little, often, and get a few features, often.  With the LR 1/2/3/4/5/6/7? series model, you pay more and you get more features all at once.  The hurt feelings are because CC people have features sooner while LR n people have to wait.   If you want the tax laws to be different you have to be an American citizen and vote different people into government.
Photo of Jeremy Wood

Jeremy Wood

  • 15 Posts
  • 1 Reply Like
So Micro$oft isn't based in the US then? I seem to have been getting regular Windows releases with new features at no extra charge for over 20 years. e.g. most recently 8.1, 10 and now the "anniversary" update (Also, in Aus, every IT legal entity we deal with is Irish; specifically to avoid US tax!)
Photo of John R. Ellis

John R. Ellis, Champion

  • 4170 Posts
  • 1108 Reply Likes
See this topic for an extended discussion of how international accounting rules affect business and product models: https://feedback.photoshop.com/photoshop_family/topics/why-is-adobe-treating-subscription-clients-an...
Photo of Jeremy Wood

Jeremy Wood

  • 15 Posts
  • 1 Reply Like
I was trying to be polite and not use the "BS" term loudly while seeming to cough into my hand. Glad some others have called it out. I worked in IT for over 40 years, I know how it works.
Photo of Butch_M

Butch_M

  • 304 Posts
  • 125 Reply Likes
"According to US Tax law Adobe cannot provide new features without the customer paying again.  The government wants you to pay again so they can collect more tax.   

With CC you pay a little, often, and get a few features, often.  With the LR 1/2/3/4/5/6/7? series model, you pay more and you get more features all at once.  The hurt feelings are because CC people have features sooner while LR n people have to wait.   If you want the tax laws to be different you have to be an American citizen and vote different people into government."

Pure poppycock. The accounting procedures Adobe employs has nothing to do with taxation and everything about accounting procedures for publicly traded corporations. Those accounting procedures are by choice of the company that employs them. Not a strict set in stone adoption forced upon companies.

For example ... Apple has offered Final Cut Pro X as a perpetual licensed product for over 5 years. (Sold separately from hardware purchases) Over that time FCP X has received massive new feature sets and many, many new enhancements ... with absolutely no additional costs to the end user. As in zero, zip, nada ... nothing. Likewise for Motion 5 and Compressor.

Please explain how the tax laws in Cupertino are so much different than in San Jose ... the last I checked they were both in the same state, in the same nation ... governed by the same laws written by the same legislatures and bureaucrats you recommend we change so folks don't have to have a subscription to get new features in Lightroom ... 

That said, anyone who owns and uses Lr perpetual licenses (of which I am one) should get over the 'woe is me, I don't have Dehaze,' syndrome.

Lightroom 6 has not been treated any differently than Lr 1, 2, 3, 4 and 5. You want new features, you wait for the next version cycle to get them. The only difference now is we are aware of these features now and that subscribers, who have a very different EULA license agreement  have access to them sooner. You can't blame Adobe for using it as an incentive for users to adopt CC. 
Photo of Mario Adario

Mario Adario

  • 85 Posts
  • 2 Reply Likes
Same for OSX, Apple doe not charge every time they release a new operating system
Photo of john beardsworth

john beardsworth

  • 1149 Posts
  • 283 Reply Likes
Butch
Apples and oranges. While Apple and Adobe are bound by the same underlying legislation and accounting standards (yes, not tax), exact interpretation and compliance procedures - and ultimately how it looks to customers - can differ according to the characteristics of the business. For example, Apple, as a hardware company, might easily recognise revenue for its software sales in a very different way to a software vendor like Adobe. As a guess, software revenues may be immaterial in Apple's case, allowing them to sell FCP as you describe. Adobe is a software business, and will follow accounting standards relating to software sales. So without reading the notes to their annual reports, I've never seen anything unusual in their handling of perpetual and subscription products. Corporate accounting could probably allow a bit more latitude, but it's usually best not to let managers imagine they have any wiggle room in this area. Better to apply their ingenuity to things that won't land the CFO in a cell.
John
(Edited)
Photo of Butch_M

Butch_M

  • 304 Posts
  • 125 Reply Likes
John,

The accounting measure of choice has absolutely nothing to do with the matter that Apple sells hardware in addition to software whatsoever.
Photo of Jeremy Wood

Jeremy Wood

  • 15 Posts
  • 1 Reply Like
So now we are completely off track. Would any champion like to address the topic of 2 LR 6 'features' apparently not yet addressed by the 6.7 update.
1. when you select the backup option 'when lightroom next exits' a background process goes berserk for about 2 minutes interrupting the foreground UI.
2. since 6.6 the "Publish" function has broken and is madly selecting unmodified images to republish. Every 'expert' response to the several logged items has tried to blame the user or some other software. I'm sure it is LR.
Photo of john beardsworth

john beardsworth

  • 1149 Posts
  • 283 Reply Likes
Butch

"The accounting measure of choice has absolutely nothing to do with the matter that Apple sells hardware in addition to software whatsoever."

Yes, it does. The legal/GAAP framework may be the same, yet their application can differ depending on the business. Have you ever worked in corporate accounting?

John
Photo of Butch_M

Butch_M

  • 304 Posts
  • 125 Reply Likes
John,

No, I do not work in corporate accounting. However, my younger brother has for over 20 years ... he is a CPA for a medium sized software developer in silicon valley that also produces proprietary hardware, though on a much more limited scale than Apple. So you'll have to forgive me for accepting his interpretation of Sarbanes–Oxley as we have discussed same in great length over recent years.
Photo of john beardsworth

john beardsworth

  • 1149 Posts
  • 283 Reply Likes
Good, second hand knowledge is certainly better than none, Butch, but it doesn't alter anything. The legal/GAAP framework may be the same, and tax law too, yet the details of their application can vary. Just because Apple can handle its few software sales one way, it doesn't mean Adobe can do the same.
Photo of john beardsworth

john beardsworth

  • 1149 Posts
  • 283 Reply Likes
Good, second hand knowledge is certainly better than none, Butch, but it doesn't alter anything. The legal/GAAP framework may be the same, and tax law too, yet the details of their application can vary. Just because Apple can handle its few software sales one way, it doesn't mean Adobe can do the same.
Photo of John R. Ellis

John R. Ellis, Champion

  • 4170 Posts
  • 1108 Reply Likes
Butch, see Price Waterhouse Cooper's Software Revenue Recognition: A User-Friendly Guide for Navigating through the Many Complexities (300 pages). Chapter 1 spends many pages discussing whether software is incidental to the product as a whole, e.g. when hardware is a business's primary product. After reading that chapter, I think you'll have to agree that it's entirely possible that accountants might determine that Apple selling Aperture could be treated much differently than Adobe selling Lightroom.
Photo of Butch_M

Butch_M

  • 304 Posts
  • 125 Reply Likes
With all due respect ... I'll take the second hand explanation of a blood relative who actually has decades of experience working in the exact field being discussed over mostly anonymous 'champions' on the internet.

I have read the linked guide in the past which was the impetus for opening a dialog with my brother about the situation. Also, for the record, I never once mentioned Aperture.

Bottom line (pun intended) the accounting rules have absolutely nothing to do with taxation, only in how the income is 'recognized' which Mr. Sprengel tried to imply otherwise.
Photo of John R. Ellis

John R. Ellis, Champion

  • 4170 Posts
  • 1108 Reply Likes
Butch, you wrote, "The accounting measure of choice has absolutely nothing to do with the matter that Apple sells hardware in addition to software whatsoever."  Chapter 1 of the Price Waterhouse Coopers guide directly contradicts that claim. 

I agree that Steve Sprengel's comment about tax laws is mistaken.
Photo of Steve Sprengel

Steve Sprengel, Champion

  • 2668 Posts
  • 344 Reply Likes

My info comes from  this article as I am not a tax expert by any means: 

http://prodesigntools.com/why-creative-cloud-gets-exclusive-features.html

Photo of Butch_M

Butch_M

  • 304 Posts
  • 125 Reply Likes
I'm no tax expert either. I do have opinions on the matter and I won't deny you or anyone else a differing opinion, however,  I'm not the one who brought taxation into the discussion.

With all due respect Mr. Sprengel, could you please cite (with specificity) exactly where in your linked article that holds the information to support your statement: "The government wants you to pay again so they can collect more tax."

I performed a search of the term 'tax' and 'taxation' on your linked article with zero hits. I further explored the term 'revenue' and not once did the word occur in reference to tax liability. 

If you search your linked article it does refer to the term 'law' once: "This is not an internal Adobe thing, it’s due to very limiting and strict revenue recognition laws which prevent the addition of new features to perpetual license customers at zero cost." 

Again, no reference to taxation whatsoever because these accounting rules were implemented primarily to protect investors, not to directly increase tax revenue for the government.

Then you further state: "If you want the tax laws to be different you have to be an American citizen and vote different people into government."

Which ignores the fact that the vast majority of accounting/taxation legislation is not written or passed into law by elected official or governing bureaucrats of their own volition or inspiration, but were conceived by interested parties or at the behest or direct request from lobbyists representing the exact same folks the legislation will impact. Blindly stating to 'vote different people in' will not change anything on it's own effort. New faces in elected office, won't change the lobbyists and special interest groups from seeking their desired goals. It is a much more complicated issue.
Photo of Butch_M

Butch_M

  • 304 Posts
  • 125 Reply Likes
I'm no tax expert either. I do have opinions on the matter and I won't deny you or anyone else a differing opinion, however,  I'm not the one who brought taxation into the discussion.

With all due respect Mr. Sprengel, could you please cite (with specificity) exactly where in your linked article that holds the information to support your statement: "The government wants you to pay again so they can collect more tax."

I performed a search of the term 'tax' and 'taxation' on your linked article with zero hits. I further explored the term 'revenue' and not once did the word occur in reference to tax liability. 

If you search your linked article it does refer to the term 'law' once: "This is not an internal Adobe thing, it’s due to very limiting and strict revenue recognition laws which prevent the addition of new features to perpetual license customers at zero cost." 

Again, no reference to taxation whatsoever because these accounting rules were implemented primarily to protect investors, not to directly increase tax revenue for the government.

Then you further state: "If you want the tax laws to be different you have to be an American citizen and vote different people into government."

Which ignores the fact that the vast majority of accounting/taxation legislation is not written or passed into law by elected official or governing bureaucrats of their own volition or inspiration, but were conceived by interested parties or at the behest or direct request from lobbyists representing the exact same folks the legislation will impact. Blindly stating to 'vote different people in' will not change anything on it's own effort. New faces in elected office, won't change the lobbyists and special interest groups from seeking their desired goals. It is a much more complicated issue.
Photo of Michael Newman

Michael Newman

  • 5 Posts
  • 1 Reply Like
This "no new features" thing is purely Adobe's choice, to intimidate and frustrate their customers and persuade them to pay protection fees forever. Microsoft doesn't apply it to perpetual Windows licenses and neither does any other company whose software I use. 
Photo of Acs Zolie

Acs Zolie

  • 1 Post
  • 0 Reply Likes
I have a standalone version, LR6. More precisely 6.3. I could not update. WHY? Creative Cloud says I have 2015CC....which I dont and all updated which is not true. How can I get updates???  
Photo of Rikk Flohr

Rikk Flohr, Official Rep

  • 5168 Posts
  • 1051 Reply Likes
You can update following the instructions here if you are having difficulty: http://blogs.adobe.com/lightroomjournal/2013/06/keeping-lightroom-up-to-date.html 
Photo of Rory Hill

Rory Hill

  • 242 Posts
  • 36 Reply Likes
I don't know what we'd do without you around Rikk.  :*)
Photo of Duncan D

Duncan D

  • 6 Posts
  • 0 Reply Likes
Hi I have the creative cloud lightroom CC on two of my computers.
1 mac pro 8 cores 2010 OS 10.11.6 (lightroom 2015 release +raw 9.0)
1macbook pro 13" retina OS 10.11.3 (lightroom 2015.7 release +raw 9.7)

 For some reason I cannot update the latest version on my macpro even though on the creative cloud it says that it is up to date.

It seems stuck on the 2015 release +camera raw 9.0 (on launch the photo is the one with the evergreen forest with yellowish trees)

 On my macbook it is the 2015.7 +camera raw 9.7 black background with the big purple flower I did the same updates lightroom + RAW on both computers .

 Can anyone help me with it ?

 I need to use the tool "Transform" that is not available on the 2015 :(

(Edited)
Photo of Rikk Flohr

Rikk Flohr, Official Rep

  • 5109 Posts
  • 1034 Reply Likes
Try downloading the CC2015.7 file directly from the link I posted earlier and install it. Does that work?
Photo of Duncan D

Duncan D

  • 6 Posts
  • 0 Reply Likes
Hi thanks for your quick answer.

 I tried downloading it directly from their website (adobe) and instead of downloading it it opened my lightroom app... I don't know if that make sens... 

It looked like it read that I already had the latest version. I will try your link but I think that it will be the same...
Photo of Duncan D

Duncan D

  • 6 Posts
  • 0 Reply Likes
That's the screenshot on my mac pro :

Photo of Jao van de Lagemaat

Jao van de Lagemaat

  • 194 Posts
  • 61 Reply Likes
Please look in your applications folder and launch Lightroom from there. I am guessing that you are by accident launching from a different location (an external drive or a backup) than where creative cloud is installing its updates. This can happen if you launch from the dock and the dock icon is referring to that other copy of Lightroom that is never getting updated.
Photo of Michael Newman

Michael Newman

  • 5 Posts
  • 1 Reply Like
A bit of a long shot perhaps but I had some trouble upgrading a while ago that was due to a catch-22 involving the Adobe Manager; there was a new version of the Manager in the upgrade and you needed it to perform the upgrade of LR. I think I found a way to upgrade the Manager using the old Manager version, and that enabled me to upgrade the Lightroom. 
Photo of Duncan D

Duncan D

  • 6 Posts
  • 0 Reply Likes
hi Joe. I tried but I don't see the upgraded version in my apps.
The selected lightroom is the latest one on my computer...

If I delete lightroom and reinstall it  will loose all my catalogs right ? 

 

Michael I will try that next.
Photo of Rikk Flohr

Rikk Flohr, Official Rep

  • 5109 Posts
  • 1034 Reply Likes
Removing Lightroom does not uninstall any of your catalogs or your catalog backups.  They should be there when you reinstall.

Of course - backups are always prudent... ;-)
Photo of Duncan D

Duncan D

  • 6 Posts
  • 0 Reply Likes
Ok i'm uninstalling it while i'm typing this text. I'll update the outcome ;)

Thanks again you guys are awesome

update (It installed the same one again... sigh)

Updated 2 :

I uninstalled lightroom and photoshop via the cloud  and uninstalled the cloud as well.
I installed cloud again and weirdly enough It was asking me to update lightroom...
So went into the apps and deleted my old lightroom 5 version and restarted my computer.
I reinstalled the cloud and lightroom but once again it only installed the previous version of it.

I still have lightroom 4 and 3 installed..

Any thoughts ? I really don't know what else I can do at this point...
(Edited)
Photo of Duncan D

Duncan D

  • 6 Posts
  • 0 Reply Likes
:( so no more hopes ?
Photo of Joel Weisbrod

Joel Weisbrod

  • 194 Posts
  • 113 Reply Likes
This post is directed to Jeff Tranberry:

We have spoken on the phone a few times regarding speed, my video card, my configuration, etc. 

You put me in touch with an engineer who made some suggestions and had me make some special changes to try and speed things up. It helped a little but is still too slow to use as a production tool.

You told me Adobe would get the same video board I am using and try to recreate the problems you and an engineer witnessed when connected to my computer over the internet.

So, I am now running Lightroom CC 2015.7 and Photoshop CC 2017.1.

I was forced to disable the GPU in Lightroom because if I do not, the product is not usable. When we spoke last, I was quite clear that I did not experience any issues with the GPU turned on and in Advanced mode on Photoshop CC 2015.

Well, I can report that with the new Photoshop 2017, I am forced to change the GPU mode to Basic or Photoshop CC is not usable. I guess we could call this progress but it is not the progress I have been hoping for.

I still have the "memory loss slowdown" issue where after editing 25-50 images it gets slower and slower, forcing me to exit and then restart Lightroom or again, it is not usable. I have not had any feedback on this in months and am somewhat discouraged.

I still have not heard any feedback regarding the testing on my particular video board (GeForce GTX TITAN X/PCIe/SSE2 with 12Gig Dedicated Video RAM). I guess this fell by the wayside along with fixing the slowdown mentioned above.

I am terrified that Lightroom 2017 will get worse rather than better.

In case anyone at Adobe actually cares about any of this, I have once again pasted in the "System Info" report from the Interface tab of Lightroom 2015.7 preferences followed by the specs for my Graphics card.

As we have discussed in the past, I would rather have the product work correctly than get new features while the real problems we face running our businesses every day are ignored.

What happened to the Adobe that really cared about their clients? I am tired of begging for help. I am tired of being left in the dark about these issues. I am sad that Adobe seems to be forcing me to look for other software (OnOne Camera RAW and Suite) because I really do not want to go down that path. What do we need to do to get Adobe to pay attention?

--------------------------------------------------------------------------------------------

Lightroom version: CC 2015.7 [ 1090788 ]License: Creative Cloud
Operating system: Windows 10
Version: 10.0
Application architecture: x64
System architecture: x64
Logical processor count: 12
Processor speed: 3.3 GHz
Built-in memory: 65446.8 MB
Real memory available to Lightroom: 65446.8 MB
Real memory used by Lightroom: 1046.5 MB (1.5%)
Virtual memory used by Lightroom: 1055.0 MB
Memory cache size: 752.0 MB
Maximum thread count used by Camera Raw: 12
Camera Raw SIMD optimization: SSE2,AVX,AVX2
System DPI setting: 96 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 TITAN X/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 372.90
Renderer: GeForce GTX TITAN X/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler


Application folder: C:\Program Files\Adobe\Adobe Lightroom
Library Path: J:\Lightroom Catalogs\Customers - 2\Customers - 2.lrcat
Settings Folder: C:\Users\joelw\AppData\Roaming\Adobe\Lightroom

Installed Plugins: 
1) AdobeStock
2) Canon Tether Plugin
3) ColorChecker Passport
4) Facebook
5) Flickr
6) Leica Tether Plugin
7) Nikon Tether Plugin
8) ON1 Effects 10
9) ON1 Enhance 10
10) ON1 Photo 10
11) ON1 Portrait 10
12) ON1 Resize 10

Config.lua flags: 
AgGCCache.mainCacheFactor = 0.1
AgNegativeCache.factorOfAddressSpace = 0.01

Adapter #1: Vendor : 10de
Device : 17c2
Subsystem : 29903842
Revision : a1
Video Memory : 12243
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: 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 TITAN X/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.5.0 NVIDIA 372.90
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_cl_event GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 
-----------------------------------------------------------------------------------
GTX TITAN X Engine Specs:
3072CUDA Cores
1000Base Clock (MHz)
1075Boost Clock (MHz)
192Texture Fill Rate (GigaTexels/sec)

GTX TITAN X Memory Specs:
7.0 GbpsMemory Clock
12 GBStandard Memory Config
GDDR5Memory Interface
384-bitMemory Interface Width
336.5Memory Bandwidth (GB/sec)

GTX TITAN X Technology Support:
Yes (4-way)NVIDIA SLI® Ready
YesNVIDIA G-SyncTM-Ready
YesNVIDIA GameStreamTM-Ready
YesGeForce ShadowPlayTM
2.0NVIDIA GPU BoostTM
YesDynamic Super Resolution
YesMFAA
YesNVIDIA GameWorksTM
12 API with Feature Level 12.1Microsoft DirectX
4.5OpenGL
YesCUDA

PCI Express 3.0Bus Support
Windows 8 & 8.1, Windows 7, Windows Vista, Linux, FreeBSD x86OS Certification

Display Support:
5120x3200Maximum Digital Resolution*
2048x1536Maximum VGA Resolution
Dual Link DVI-I, HDMI 2.0, 3x DisplayPort 1.2Standard Display Connectors
4 displaysMulti Monitor
YesHDCP
InternalAudio Input for HDMI

GTX TITAN X Graphics Card Dimensions:
4.376 inchesHeight
10.5 inchesLength
Dual-widthWidth
Thermal and Power Specs:
91 CMaximum GPU Tempurature (in C)
250 WGraphics Card Power (W) 
(Edited)
Photo of Mike Obuchowski

Mike Obuchowski

  • 7 Posts
  • 0 Reply Likes
Being a Lightroom user since v3, sadly, I am also sorely disappointed with performance. Running a slightly more modest (but still very beefy) PC:
i7-920, 24GB DDR3, GeForce 970 Asus Strix on a fast Asus ROG mobo. SSDs all round, separate for data, separate for catalogue and cache. Running a 4k Asus PB287Q and a  Samsung 1680x1050 120Hz.

Simply clicking between images in the library module's grid view is unbearably slow (taking as much as 3-5 seconds per image, despite smart and 1:1 previews on file. Transferring the main interface onto the smaller res monitor helps a bit, but the performance is still nowhere near what Lr3's library was like on a slower machine, back in the day.

And this is with smaller files, too - I used to be almost exclusively 600D (18MP files), now half my shots are from the A7s2 (12MP) and those are, arguably, slower and suffer visibly poorer rendering times. This makes culling wedding and sport shoots an absolute no-starter. Spending multiple days on culling barely 1000 photos is just no bueno...

detailed sys info below
---

Lightroom version: CC 2015.7 [ 1090788 ]
License: Creative Cloud

Operating system: Windows 10

Version: 10.0

Application architecture: x64

System architecture: x64

Logical processor count: 8

Processor speed: 2.6 GHz

Built-in memory: 24567.1 MB

Real memory available to Lightroom: 24567.1 MB

Real memory used by Lightroom: 3129.5 MB (12.7%)

Virtual memory used by Lightroom: 3253.8 MB

Memory cache size: 5879.7 MB

Maximum thread count used by Camera Raw: 8

Camera Raw SIMD optimization: SSE2

System DPI setting: 144 DPI (high DPI mode)

Desktop composition enabled: Yes

Displays: 1) 3840x2160, 2) 1680x1050

Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No



Graphics Processor Info: 

GeForce GTX 970/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 375.70
Renderer: GeForce GTX 970/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler




Application folder: C:\Program Files\Adobe\Adobe Lightroom

Library Path: D:\Lightroom Catalogs\Main\Main.lrcat

Settings Folder: C:\Users\Mike\AppData\Roaming\Adobe\Lightroom



Installed Plugins: 

1) 500px

2) AdobeStock

3) Canon Tether Plugin

4) Facebook

5) Flickr

6) HDR Efex Pro 2

7) LR/Instagram



Config.lua flags: None



Adapter #1: Vendor : 10de

Device : 13c2

Subsystem : 85081043

Revision : a1

Video Memory : 4058

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: 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 970/PCIe/SSE2

GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA

GL_STENCIL_BITS: 8

GL_VENDOR: NVIDIA Corporation

GL_VERSION: 4.5.0 NVIDIA 375.70

GPUDeviceEnabled: false

OGLEnabled: true

GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 
Photo of Khürt Williams

Khürt Williams

  • 10 Posts
  • 6 Reply Likes