Lightroom Classic 7.2 is now available!

  • 4
  • Announcement
  • Updated 1 month ago
  • (Edited)
We are happy to announce the release of Lightroom Classic CC 7.2!

To update Lightroom Classic CC to 7.2, click "Update" in the Creative Cloud desktop application next to Lightroom Classic CC.

What's New
Adobe Blog
Photo of Melissa Rios

Melissa Rios, Lightroom Support Product Manager

  • 104 Posts
  • 25 Reply Likes

Posted 3 months ago

  • 4
Photo of Jeff

Jeff

  • 38 Posts
  • 14 Reply Likes
Huge step forward, thanks! 
Photo of Arnold Bartel

Arnold Bartel

  • 163 Posts
  • 38 Reply Likes
finally, that's what a big community was waiting for!
Photo of Paul Grant

Paul Grant

  • 40 Posts
  • 11 Reply Likes
This update has broken again the ability to view and import videos into Lightroom.   After the last big update this killed the ability to work with Videos.    I tried all sorts of suggestions on this forum by deleting preferences.    Uninstalling Lightroom and resinstalling.   These tricks got about 75% of the Videos working.   They are not broken 100%.  None of them work.   The only real solution I have found is to go back to Lightreoom CC (2015) or Lightroom 5.   There were many issues raised on this forum with never a clear response from Adobe on this issue.    Now it is broken again.    Is there a solution in the works.   Who from Adobe is willing to speak up on this issue?
Photo of Paul Grant

Paul Grant

  • 40 Posts
  • 11 Reply Likes
Do you have any feedback for me on this issue?
Photo of Paul Grant

Paul Grant

  • 40 Posts
  • 11 Reply Likes
Any Chance of gettting some feedback on this?

Paul
Photo of Melissa Rios

Melissa Rios, Lightroom Support Product Manager

  • 104 Posts
  • 25 Reply Likes
Hey Paul, sorry that you had to ask twice here.

I've checked any correspondence within my inbox. Looks like we have an engineer looking into the info you provided us and we're currently attempting to narrow down what causes it 100% of the time. I'll let you know if we need more info from you or if we have some other kind of update for you on Monday.

Thank you for your patience,
Melissa
Photo of Melissa Rios

Melissa Rios, Lightroom Support Product Manager

  • 104 Posts
  • 25 Reply Likes
Hi Paul, apologies for the delay. We're still investigating at the moment - we've gotten another thread about the same issue over the long weekend so hopefully, this new information will help us narrow it down.

Thanks
Melissa
Photo of Melissa Rios

Melissa Rios, Lightroom Support Product Manager

  • 104 Posts
  • 25 Reply Likes
Hey Paul,

I know in another post you said you deleted the Trace Database.txt file in one of the below mentioned folders previously. Can you try the below steps with all of the following folders and let us know if this issue is still coming back?

  1. Quit Lightroom Classic CC.
  2. Navigate to the folder paths mentioned below for your specific operating system.
  3. You can do any of the three below steps:
    1. Navigate into each of the below folders and find a file called “Trace Database.txt”. Delete this file OR
    2. Rename the below folders OR 
    3. Delete the folders.
  4. Reopen Lightroom Classic CC and import your videos as normal.
macOS (Finder > “Go" > "Go to folder..." > Paste the below file paths):
    • <user>/Library/Preferences/Adobe/dynamiclinkmanager
    • <user>/Library/Preferences/Adobe/dynamiclinkmediaserver
    • <user>/Library/Preferences/Adobe/DyanmicLinkMediaServer
    Windows (please make sure to have “Show hidden files” enabled):
    • <user>/AppData/Roaming/Adobe/dynamiclinkmanager
    • <user>/AppData/Roaming/Adobe/dynamiclinkmediaserver
    • <user>/AppData/Roaming/Adobe/DyanmicLinkMediaServer
    Thanks,
    Melissa
    (Edited)
    Photo of Arnold Bartel

    Arnold Bartel

    • 163 Posts
    • 38 Reply Likes
    7.2 brings great performance enhancements!
    But unfortunately (and disappointingly) the black screen when GPU enabled issue still isn't entirely fixed...
    Photo of Colink Technology

    Colink Technology

    • 35 Posts
    • 5 Reply Likes
    Folders are not available in Dev mode. But I can open collections and open images from there. Also folders in Lib mode work fine too. All working very quickly, images open very fast, I would say it looks noticeably faster than yesterday which seemed to run at the same speed as previous releases but I did then have the GP turned off after 7.2 was installed. I only have time to run a few quick tests but right now I am happy.
    (Edited)
    Photo of Marek Cajzner

    Marek Cajzner

    • 3 Posts
    • 1 Reply Like
    Did you try switching between Library and Develop modes and selecting different pictures? It appears that you can work happily in Develop mode with GP turned on as long as you stay within the same folder.  Switching between the modes brings the black screen back. (At least on my machine). 
    Photo of Arnold Bartel

    Arnold Bartel

    • 163 Posts
    • 38 Reply Likes
    Exactly what I observe on my computer
    Photo of Colink Technology

    Colink Technology

    • 35 Posts
    • 5 Reply Likes
    I have never experienced any problem with 7.2 at selecting images from folders or collections, only the Dev module stayed all black.

    Today, after updating Camera RAW, I turned on GP and then restarted LR. I switched folders via the Library module and also switched Collections via both Lib and Dev modules. Tried several different RAW images from Canon and Fuji cameras located in different folders. No problems at all. Much faster than previous. 
    Photo of Arnold Bartel

    Arnold Bartel

    • 163 Posts
    • 38 Reply Likes
    unfortunately I cannot confirm your observation!
    My systems still has the "Photo is completely black in Develop screen with GPU acceleration on" issue also after updating Camera RAW!
    Photo of Robert Frost

    Robert Frost

    • 392 Posts
    • 51 Reply Likes

    Melissa,

    A Gold medal please for the person who worked out (at last) how to get LR to use Windows memory - 17GB in use and counting at present.

    I'm rendering 1:1 nefs with all 12  cores on full throttle, and after 30 mins NO SLOW DOWN! Amazing!!!

    I can predict the new threads - 'LR has blown up my CPU', 'MY CPU is overheating', 'The noise from my cooling fan is intolerable', etc, etc. Perhaps you had better write a note on 'HOW to slow LR down and save your cpu'!!!

    It'll be champagne tonight at Valentine's Day Dinner - Adobe we love you ;)

    A much less grumpy old man,

    Bob Frost




    Photo of Emilio Puga Fuentes

    Emilio Puga Fuentes

    • 2 Posts
    • 0 Reply Likes
    Do you think will we ever see the end of black panels?? I am tyred of waiting...
    Photo of Jeffrey Tranberry

    Jeffrey Tranberry, Sr. Product Manager, Digital Imaging

    • 13411 Posts
    • 1466 Reply Likes
    Emilio, what OS are you on? Have you upgraded to High Sierra?
    Photo of Marek Cajzner

    Marek Cajzner

    • 2 Posts
    • 0 Reply Likes
    Judging by comments past and present a large number of people with different cards are affected by the black screen issue in the develop mode. Not good for us, but equally not good for you, Adobe. Instead of celebrating an improved product, disaffected users are raining on your parade. 
    Photo of Jacq Porteous

    Jacq Porteous

    • 1 Post
    • 0 Reply Likes
    Hi, 
    well my issue is that I don't even have the update to 7.2 option? any ideas why?
    Photo of Emilio Puga Fuentes

    Emilio Puga Fuentes

    • 2 Posts
    • 0 Reply Likes
    I can't upgrade to high Sierra, my system is MacPro 4,1 and I can't upgrade. Otherwise the system is fine with my RAW files.
    I was talking with adobe customer care today, and had a very dissapointing chat... they doesn't whant to recognize the problem and keep asking me to do the same things two or three times.
    I had this problem for more than a year, and the next step is talking with an attorney for asking all the money from my last year back.
    I am shure that the problem is with Apple, but adobe needs to make an official announcement with this bug... and if it is not possible to repair it, note 10.11 as a not compatible system.
    (Edited)
    Photo of Melissa Rios

    Melissa Rios, Lightroom Support Product Manager

    • 81 Posts
    • 16 Reply Likes
    Hey Jacq,

    Can try the steps listed in this help article to get the update to show up?

    https://helpx.adobe.com/creative-clou...

    Let us know if you’re still having issues.

    Thanks,
    Melissa
    Photo of Arnold Bartel

    Arnold Bartel

    • 163 Posts
    • 38 Reply Likes
    There is one point I cannot understand:
    The R/A and Y/Y options display properly, the image also shows correctly while cropping.
    The first switching into develop mode and (new in 7.2) switching between images in one folder works correctly.
    So only the normal development screen with GPU enabled and a change of folders has this issue.

    There has to be a possibility to nail it down to the differences in this very case...
    Photo of User755257

    User755257

    • 2 Posts
    • 0 Reply Likes
    but no advances to tethering no pop up or visible image on laptop before you manually focus and examine on laptop before to take the shot, canons eos program has it using manual focus lenses i rely on seeing the X6 zoom that eos offers 
    lightroom still i have to use viewfinder on camera 
    Photo of David Jones

    David Jones

    • 54 Posts
    • 5 Reply Likes
    Mellisa, Jeffery,Speed seems to be up, the added filters are very welcome.. Some nice improvements..... Thanks!!                                                                                                                                                                                                          A possible Bug:  I was so excited to actually have the ability to make a collection from a folder. So made my selections from images to add to a collection. (edited, stars, favs, pics, whatever you want to call them).Made a new collection from the folder,(copied folder name), Asked where to put it.....so far so good. However, LR Made the entire FOLDER the new collection. Not just my selected images. I only want the selected images, not the entire folder to be available as a collection for public viewing. Basically, I only want the edited images, not the entire Shoot. So now the new collection shows all rejects, duplicates, images not to be included as well as my fav pics.  Pc: Windows 10     THANKS  David
    Photo of David Jones

    David Jones

    • 54 Posts
    • 5 Reply Likes
    if not a bug? PLEASE add a checkbox to options:         
     when you right-click from the create collection window > option > TO INCLUDE SELECTED IMAGES ONLY     Thanks
    Photo of Jeffrey Tranberry

    Jeffrey Tranberry, Sr. Product Manager, Digital Imaging

    • 13932 Posts
    • 1653 Reply Likes
    I believe the wholesale addition of the entire folder is by design. Why not just create a collection from the selected images?
    Photo of David Jones

    David Jones

    • 54 Posts
    • 5 Reply Likes
    thanks, Jeffrey, that is what I have always done. I was hoping LR would now do it for me..... Would just save lots of keystrokes 
    Photo of CristianC25

    CristianC25

    • 24 Posts
    • 1 Reply Like
    Lightroom Classic CC is now using 14 GB ram out of 16 GB of installed ram. With very few ram remaining for Windows, the system slows down and opening folders or browsing Windows Explorer is now a nightmare. Yea, "good job" fixing Lightroom speed and downgrading operating system speed.
    From all your smart programmers this is what you could come up with? Just make us go buy more RAM with the RAM prices so high? This is a foolish patch and I am very sure that you could find a better solution to speed up Lightroom than forcing the program into a memoryleak and take over all the system memory INCLUDING WINDOWS MEMORY
    Photo of CristianC25

    CristianC25

    • 24 Posts
    • 1 Reply Like
    Hello Melissa,
    I copied the system info details at the start of Lightroom, before doing anything in Lightroom, so that memory isn't already taken. Lightroom starts to use high amount of ram after I start working on photos, browsing library etc.
    Also, I know that my drivers aren't the latest but are still recent. I do not update drivers every month because I had trouble in the past with unstable drivers. If the drivers are working I keep them.

    Here are my details:

    Lightroom Classic version: 7.2 [ 1156743 ]
    License: Creative Cloud
    Language setting: en
    Operating system: Windows 7  - Ultimate Edition
    Version: 6.1.7601
    Application architecture: x64
    System architecture: x64
    Logical processor count: 8
    Processor speed: 2.6 GHz
    Built-in memory: 16337.8 MB
    Real memory available to Lightroom: 16337.8 MB
    Real memory used by Lightroom: 733.1 MB (4.4%)
    Virtual memory used by Lightroom: 844.9 MB
    GDI objects count: 750
    USER objects count: 2192
    Process handles count: 1244
    Memory cache size: 105.3MB
    Internal Camera Raw revision: 894
    Maximum thread count used by Camera Raw: 5
    Camera Raw SIMD optimization: SSE2,AVX,AVX2
    Camera Raw virtual memory: 234MB / 8168MB (2%)
    Camera Raw real memory: 243MB / 16337MB (1%)
     System DPI setting: 96 DPI
    Desktop composition enabled: Yes
    Displays: 1) 1920x1080
    Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, Externaltouch: No, External pen: No, Keyboard: No

    Graphics Processor Info: 
    OpenGL: GeForce GTX 1060 6GB/PCIe/SSE2
    Check OpenGL support: Passed
    Vendor: NVIDIA Corporation
    Version: 3.3.0 NVIDIA 388.43
    Renderer: GeForce GTX 1060 6GB/PCIe/SSE2
    LanguageVersion: 3.30 NVIDIA via Cg compiler
    Total Video Memory: 6144 MB

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

    Config.lua flags: None

    Adapter #1: Vendor : 10de
        Device : 1c03
        Subsystem : 32831462
        Revision : a1
        Video Memory : 6045
    AudioDeviceIOBlockSize: 1024
    AudioDeviceName: Speakers (Realtek High Definition Audio)
    AudioDeviceNumberOfChannels: 2
    AudioDeviceSampleRate: 48000
    Build: Uninitialized
    Direct2DEnabled: false
    GL_ACCUM_ALPHA_BITS: 16
    GL_ACCUM_BLUE_BITS: 16
    GL_ACCUM_GREEN_BITS: 16
    GL_ACCUM_RED_BITS: 16
    GL_ALPHA_BITS: 0
    GL_BLUE_BITS: 8
    GL_DEPTH_BITS: 24
    GL_GREEN_BITS: 8
    GL_MAX_3D_TEXTURE_SIZE: 16384
    GL_MAX_TEXTURE_SIZE: 32768
    GL_MAX_TEXTURE_UNITS: 4
    GL_MAX_VIEWPORT_DIMS: 32768,32768
    GL_RED_BITS: 8
    GL_RENDERER: GeForce GTX 1060 6GB/PCIe/SSE2
    GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
    GL_STENCIL_BITS: 8
    GL_VENDOR: NVIDIA Corporation
    GL_VERSION: 4.6.0 NVIDIA 388.43
    GPUDeviceEnabled: false
    OGLEnabled: true  

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

    Melissa Rios, Lightroom Support Product Manager

    • 104 Posts
    • 25 Reply Likes
    Hey Cristian,

    Thanks for coming back with this. Can you actually do the opposite of what you did and capture this System Info again after memory usage is a problem? So you can work on photos, browse through, etc. to get the ram usage higher and then follow the same steps as above to paste another System Info in response.

    Thanks,
    Melissa
    Photo of CristianC25

    CristianC25

    • 24 Posts
    • 1 Reply Like
    Hello! I created a 1:1 preview of a 24000x4000 panorama and edited 2-3, 4000x3000 CR2 raws. After all this Windows slowed down and Lr started to use 12GB. See info below:
    Lightroom Classic version: 7.2 [ 1156743 ]
    License: Creative Cloud
    Language setting: en
    Operating system: Windows 7  - Ultimate Edition
    Version: 6.1.7601
    Application architecture: x64
    System architecture: x64
    Logical processor count: 8
    Processor speed: 2.6 GHz
    Built-in memory: 16337.8 MB
    Real memory available to Lightroom: 16337.8 MB
    Real memory used by Lightroom: 9198.1 MB (56.2%)
    Virtual memory used by Lightroom: 9984.7 MB
    GDI objects count: 988
    USER objects count: 3564
    Process handles count: 1427
    Memory cache size: 475.0MB
    Internal Camera Raw revision: 894
    Maximum thread count used by Camera Raw: 5
    Camera Raw SIMD optimization: SSE2,AVX,AVX2
    Camera Raw virtual memory: 6629MB / 8168MB (81%)
    Camera Raw real memory: 6633MB / 16337MB (40%)
    System DPI setting: 96 DPI
    Desktop composition enabled: Yes
    Displays: 1) 1920x1080
    Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No

    Graphics Processor Info:
    OpenGL: GeForce GTX 1060 6GB/PCIe/SSE2
    Check OpenGL support: Passed
    Vendor: NVIDIA Corporation
    Version: 3.3.0 NVIDIA 388.43
    Renderer: GeForce GTX 1060 6GB/PCIe/SSE2
    LanguageVersion: 3.30 NVIDIA via Cg compiler
    Total Video Memory: 6144 MB
    Installed Plugins:
    1) AdobeStock
    2) Canon Tether Plugin
    3) Facebook
    4) Flickr
    5) Nikon Tether Plugin
    Config.lua flags: None
    Adapter #1: Vendor : 10de
        Device : 1c03
        Subsystem : 32831462
        Revision : a1
        Video Memory : 6045
    AudioDeviceIOBlockSize: 1024
    AudioDeviceName: Speakers (Realtek High Definition Audio)
    AudioDeviceNumberOfChannels: 2
    AudioDeviceSampleRate: 48000
    Build: 10.0x7
    Direct2DEnabled: false
    GL_ACCUM_ALPHA_BITS: 16
    GL_ACCUM_BLUE_BITS: 16
    GL_ACCUM_GREEN_BITS: 16
    GL_ACCUM_RED_BITS: 16
    GL_ALPHA_BITS: 0
    GL_BLUE_BITS: 8
    GL_DEPTH_BITS: 24
    GL_GREEN_BITS: 8
    GL_MAX_3D_TEXTURE_SIZE: 16384
    GL_MAX_TEXTURE_SIZE: 32768
    GL_MAX_TEXTURE_UNITS: 4
    GL_MAX_VIEWPORT_DIMS: 32768,32768
    GL_RED_BITS: 8
    GL_RENDERER: GeForce GTX 1060 6GB/PCIe/SSE2
    GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
    GL_STENCIL_BITS: 8
    GL_VENDOR: NVIDIA Corporation
    GL_VERSION: 4.6.0 NVIDIA 388.43
    GPUDeviceEnabled: false
    OGLEnabled: true
    GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
    (Edited)
    Photo of Melissa Rios

    Melissa Rios, Lightroom Support Product Manager

    • 104 Posts
    • 25 Reply Likes
    Thanks for the info! We'll investigate these two reports.
    Photo of CristianC25

    CristianC25

    • 24 Posts
    • 1 Reply Like
    Thanks as well.
    Photo of David Jones

    David Jones

    • 54 Posts
    • 5 Reply Likes
    Bug: When using the keyboard SHORTCUT for Star rating (NUMBERS  ) while in library mod. after clicking # the image will auto advance but will not star the image. If you mouse over to star rating (under image) and select a rating. the rating will stay on the selected photo. When you right-click on an image and select rating , works just fine there  As well    david    pc win 10
    (Edited)
    Photo of Melissa Rios

    Melissa Rios, Lightroom Support Product Manager

    • 104 Posts
    • 25 Reply Likes
    Hey David,

    Would you be able to create a screencast of this issue? I just tried to reproduce this based on the steps you've written out but rating with keyboard shortcuts is behaving normally for me.

    Just to make sure: you're in the Library module. When I rate a photo with 0-5 on the keyboard, the image I selected gets that rating and there's not auto-advance. This behaved normally in the filmstrip and in the grid view as well.

    Let me know if you have more specific steps or different steps from what I have so I can try to reproduce it.

    Thanks,
    Melissa
    Photo of Melissa Rios

    Melissa Rios, Lightroom Support Product Manager

    • 104 Posts
    • 25 Reply Likes
    Actually, David. There's one difference and that I was testing on a Mac. I'm having someone test this on Windows 10 right now. I'll come back and let you know if we reproduce it or not.
    Photo of Melissa Rios

    Melissa Rios, Lightroom Support Product Manager

    • 104 Posts
    • 25 Reply Likes
    Hi again,

    We just tried to reproduce on Windows 10 as well and couldn't do it. Let me know if you can get a screencast of the issue to us or if the above steps I followed are different.

    Thanks,
    Melissa
    Photo of David Jones

    David Jones

    • 54 Posts
    • 5 Reply Likes
    Melissa. Yes, I do the same steps as you do.I did try the auto advance turned off as well I have tried several different ways,  each with the same result. I will try again tomorrow. I will again to re-boot/exit out of LR .  I tried again tonight, I noticed the black message widow come on confirming the rating selection, but the star(s) still does not show up on image.
    Photo of David Jones

    David Jones

    • 54 Posts
    • 5 Reply Likes
    I closed out of LR again, came back in.  this time all seems back to what it should be.....Weird
    Photo of Jim Camelford

    Jim Camelford

    • 17 Posts
    • 6 Reply Likes
    Thanks for your work on 7.2 - getting the system to utilize all the CPU cores and memory effectively for these long ‘batch’ functions is really welcome.  On a personal LR benchmark I run, I have seen the time for my standard test reduced from 205 seconds in Dec 2017 (7.01) to 126 seconds today (7.2). That is a noticeable improvement on a 6-core MacPro.


    Improving these speeds is an important goal for LR - but there are many other aspects as well - it's not just a question of eliminating a spinning beachball in Develop or reducing import and export times.  It is the end-to-end timesaving that come from a number of improvements that, at the end of the day, will get the whole job done.


    I would like to suggest these enhancements in workflow and the user interface.




    1. Consider the screen organization and UI.  LR has always had a quirky organization with so many hidden disclosure triangles. etc.  And the scrolling, the interminable scrolling to move folders or images or navigate to different places.  Instead, use a classic windows approach and allow the collections and folders and develop panels to be broken off into separate manageable windows - with multiple views or instances so we can spread them across our screens (maybe more than 2 !)- then be able to drag and drop from one to another.  Or park and organize your favourite Develop subpanels for easy access.  The new Favourites feature assists with this - but wouldn’t it be simpler and more traditional to just be able to open the folder tree in a couple of windows in Library and drag between them or drags photos into them ?


    2. From the Library, allow a right-click "Add to Collection" from a dropdown list of favourites or recents.  Yes, you can use Quick Collection but when distributing the results of a shoot to different collections that is no solution and having to endlessly scroll the collections panel to get to the target is so tedious.  So, similarly to the new Favourites feature for Folders, allow specific Collections to be marked as Favourites, too, then you can right-click, Add to Collection | Favourite and cherry pick from the list.  Huge time saver.


    3. LR is being used increasingly for complex tasks with brushes, spotting, gradients.  Implement a new list-oriented view of the tools/brushes/gradients used in an image more like Layers in PS where you can see all the masks, gradients or spots you have entered in a list so you can rename then and (re)select them quickly.  If you have done extensive work on an image and come back and revisit it, it's hard to find the adjustment if there are several.  If you SYNC all these to a similar photo, some specific adjustments (like placement of brushes and gradients) may need re-tweaking positionally so it would be helpful to locate "Lighten Tree" and move it or fine tune it on the new image.  Allow the individual ones to be turned off/on and this would be a great spot to put that overall level slider so you can 'dim' the combined effect without having to collapse the panel then locate the slider and adjust it.


    4. We are using LR in photo competitions, to centralize data and try to get judging responses on-line remotely.  You are almost there but your mobile/web apps do not allow us to publish selected IPTC fields and enter them on the web - other than Comments.  And you can't export the collected comments - they are locked into the CC eco structure and there is no automatic way to move comment data into IPTC fields. Imagine getting photo comments on 300 photos and then having to manually scan that, and copy-type the responses into the IPTC fields you can elsewhere access in the software.  Mind numbing.


    5. LR is a database - allow us to simply define new fields and then define some simple relationships between them - for example, allow me to define 3 score fields and a total field which is the sum of the 3 ... simple stuff like that.


    and while we are on this, make each and every field within the LR SDK available in watermarks, file titles, in export etc.  You make some available but not all ... you don't have to expose all of them in the same dropdown - they could be in sub-menus ... but we spend a lot of time putting stuff into LR fields and then trying to get that communicated to other software and we have to bastardize the use of the fields because we can get to some IPTC data but not all of it.  Make each one available if it's the SDK and allow us to simply create out own.


    Stating this another way, you provide for smart collections using ‘Searchable IPTC’....that’s too general and global and picks up instances of a search target from IPTC fields I may not want.  For example, if I want to search City for “Toronto” - but City, itself is not available as a smart collection field ... instead, when I search ‘Searchable IPTC’ I find not only images with Toronto in the city field - but also Toronto in the image title, caption and other places I don’t want.  Hours can get wasted trying to filter this out.


    And just what does ‘Searchable IPTC’ comprise - what fields doe it search / not search.  Too ambiguous for a real database.


    LR is a real database - so let’s not dumb it down to a ‘simple’ level that becomes dysfunctional. 




    These are the kinds of things that will make LR faster for us - yes, pure performance is part of it - but the other tasks are important too.

    (Edited)
    Photo of Melissa Rios

    Melissa Rios, Lightroom Support Product Manager

    • 104 Posts
    • 25 Reply Likes
    Hey Jim,

    I've passed your very constructive and helpful feedback to the team. Thank you for taking the time and effort to write this out. We appreciate it.

    Thanks,
    Melissa
    Photo of john beardsworth

    john beardsworth

    • 954 Posts
    • 195 Reply Likes
    "allow specific Collections to be marked as Favourites, too"

    In fact, that is already partly available. If you look in the filmstrip, there has always been an address for the current folder/collection. But in fact this address is a browser-like drop down list of the last few sources (collections or folders) that you have visited, and it has always had Favorite Sources and Add/Remove buttons. The new Mark as Favorite context menu for folders is integrated with this Favorite Sources, making the feature more rounded and more visible. The same needs to be done to Collections - a context menu and an icon.
    Photo of Frank Chan

    Frank Chan

    • 47 Posts
    • 5 Reply Likes
    FYI, did quick 7.1 vs 7.2 export test run of last weekend's 301 photos: 7.1 = 11mins vs 7.2 = 6mins.   Thanks so much!     
    Frank
    Photo of Andrew Roland

    Andrew Roland

    • 4 Posts
    • 0 Reply Likes
    This new version of Lightroom has a feature that lets you make a collection from a map pin. Doesn't seem to work on mine, just creates a folder with no image in it.  Anybody else tried it?
    Photo of Jeffrey Tranberry

    Jeffrey Tranberry, Sr. Product Manager, Digital Imaging

    • 13914 Posts
    • 1649 Reply Likes
    Creating separate topic to track

    Please reference the new conversation here: Lightroom Classic: Making a collection from Map Pin doesn't add any images
    Photo of Mark den Hartog

    Mark den Hartog

    • 42 Posts
    • 1 Reply Like
    Sadly on my system LR got slower.

    With the version before the new release I would build 1:1 previews  and my iMac’s fan would go at full blast! 

    With the new update, this doesn’t happen anymore. So I was VERY happy.

    The problem is, that it doesn’t seem to be doing anything. Only using a little more than 1 core.

    The progressbar was in the same location for 3 hours so I stopped the process.


    Lightroom also became very slow in juist building up the folder structure.

    I see the folder names go from grey to white 1 folder at a time, unbearably slow.

    I truly don’t understand the amount of bugs that show up on each new release.

    Hopefully I am not the only one and this will be fixed swiftly.


    In the end, Lightroom is now slower than before this release.


    I am on a 2017 iMac with 4x4.2 processors and 64GB ram.

    OSX 10.12.6

    Best regards,
    Mark
    Photo of Mark den Hartog

    Mark den Hartog

    • 42 Posts
    • 1 Reply Like
    One root folder for everything ->year -> Date - > and maybe one or 2 more.
    Max 5 but always 3

    Thanks Simon!
    Photo of Jim Camelford

    Jim Camelford

    • 17 Posts
    • 6 Reply Likes
    Simon, my structure is un-canningly the same.  But from the root of my external raid I would be

    Film/
      2018/
         2018/02-Feb
               2018-02Feb13 Mardi Gras Parades

    it's mostly like this but there are some project folders - but never likely more than 5-6 deep, ever...and I noticed the slowdown right after the Spectre/Meltdown patches.

    I start LR and the grey to white blackout takes hugely more time than before.

    My Catalog (about 115k entries) has roughly 2400 images in All Sync'd Photographs.  I have a connection with 179mbs download and 20mbs upload

    MacPro 6,1  Sierra 10.12.6.  32GB ram, dual 500 AMD FirePros, 512GB PCIe - but my catalog resides on a LaCie 5-disk RAID5 external on thunderbolt2 and this routinely gets blackmagic scores of roughly 500 / 500 MBS R/W.

    Anyhow, LR's opening now is slower.

    jc
    Photo of Gary Eason

    Gary Eason

    • 20 Posts
    • 11 Reply Likes
    I'm having the same issue: might take minutes just to fill in the folder tree. It's only two or sometimes three deep. e.g. The new Favourites is great - but when I (figured out how to!) go back to the normal structure, it took forever to draw it again. They are all there but greyed. 
    Photo of Jeffrey Tranberry

    Jeffrey Tranberry, Sr. Product Manager, Digital Imaging

    • 13963 Posts
    • 1662 Reply Likes
    Separate problem from announcement post for tracking

    Please reference the new conversation here: Lightroom Classic 7.2: Very slow to build the folder structure
    Photo of Gary Eason

    Gary Eason

    • 20 Posts
    • 11 Reply Likes
    Yes but *everything* is now really sluggish.
    Photo of Jake Soper

    Jake Soper

    • 1 Post
    • 0 Reply Likes
    Made an update to 7.2 yesterday and want to say to Adobe thank you for finally adding a search bar to the folder area!! I have seriously been waiting for that functionality for years :)

    Now if we can only get it to work properly. Most everything else seems to be functioning pretty normal for me since the update but if I try to use the folder search everything goes to hell. First it is super slow and unresponsive... it takes about 30 seconds to return any results. Then after I have tried to use it all other areas of Lightroom start bugging out. Cannot rotate photos, cannot label or tag, I get a spinning wheel. I can browse around and etc. like normal but the system logs Lightroom as "not responding" eventually I have to force quit Lightroom and relaunch the program. Then everything is normal until I try to folder search again. Then repeat the whole process above. Guess I will have to stay out of the awesome new "feature" until Adobe gets it resolved. 

    One other note while we are at it. The progress bars for export behavior has changed and I do not like it. The progress bar used to be very accurate. If I exported 8 photos for example it would progress as expected in chunks and photos would begin appearing as the bar reached completion the last photo would pop up in the browser and the progress bar would go away. NOW the progress bar finishes way too soon and only 1-2 of the new photos have populated the browser then the bar disappears and for like 30 more seconds the files slowly appear one at a time. This is not the expected behavior and should be looked into.

    Please fix both of these issues and release an update ASAP!
    Photo of bryan stone

    bryan stone

    • 8 Posts
    • 1 Reply Like
    FATAL: Error (Code = 156) executing in command 'CreateSymlinkCommand' for package: 'AdobeLightroom-mul', version:7.2.0.1156743
    FATAL: Error occurred in install of package (Name: AdobeLightroom-mul Version: 7.2.0.1156743). Error code: '156'
    WARN: Unable to delete file at "C:\Users\Bryan\Documents\..\Desktop\Adobe Lightroom Classic CC.lnk". Error 5 Access is denied.
    WARN: Unable to create symlink at "C:\Users\Bryan\Documents\..\Desktop\Adobe Lightroom Classic CC.lnk"
    So this update has stopped me using LR.  Where do I get help?
    Photo of Melissa Rios

    Melissa Rios, Lightroom Support Product Manager

    • 104 Posts
    • 25 Reply Likes
    Hey Bryan,

    I assume you have already retried the install. This issue is usually an issue with replacing the current shortcuts to the application's actual location on Windows because of permissions to those various shortcut locations. For example, if the Creative Cloud has too little permissions to your Desktop and you currently have a Desktop shortcut to Lightroom Classic CC there, it could throw this error.

    There's several things you could try here:
    1. Delete the existing shortcuts and try the installation again.
    2. Create a Local Administrator Account to see if the new account is able to create the necessary shortcut. Details on how to set up a new Local Administrator Account can be found at Adobe troubleshooting: Creating an admin account in Windows.
    3. Contact Adobe Customer Support so the correct permissions can be set for you.
    Let me know if you have any issues with this,
    Melissa
    Photo of tpnotes

    tpnotes

    • 41 Posts
    • 7 Reply Likes
    I have tried the new edited/unedited filter, which could be very useful. BUT, every image which is imported to Lightroom Classic via Lightroom mobile (e.g. images taken with the iPhone) is marked as edited, even if there are no edits. I would consider this behaviour a bug, which makes the feature much less useful as it could be.

    As a Lightroom Classic user, who embraced the mobile workflow just as Adobe marketing pushed me to the last couple of years, I need a consistent and performant mobile workflow. I would really appreciate, if the product development of Lightroom would rethink their decision to cut off the further development of the sync between Lightroom Classic and Lightroom CC. Features like the "edit/unedit filter" or "making a collection set from folder hierarchy" are not very usable or useful with the current state of syncing.
    Photo of Smit Keniya

    Smit Keniya, Employee

    • 123 Posts
    • 66 Reply Likes
    New Discussion needed

    Please reference the new conversation here: every image which is imported to Lightroom Classic via Lightroom mobile is marked...
    Photo of Josselin Cornou

    Josselin Cornou

    • 8 Posts
    • 0 Reply Likes
    I am having big performance issues while running with 7.2 on Windows.
    - LR directory including videos are really laggy.
    - Just going through unedited photo in any album - I see the CPU usage increase to up to 80-100% on all threads. CPU temperature increase to up to 90C+. This cause Cpu frequency throttling to up to 700Mhz on my i7 7700HQ.

    I am not able to replicate this issue on an old Mac book pro running LR 7.0. On this version/OS, everything is running flawlessly with Idle CPU > 55%, no throttling.

    I have posted details here: https://feedback.photoshop.com/photoshop_family/topics/lightroom-really-slow-on-dell-xps-15-9650 (see my post + my last comment).
    (Edited)