Example - scrolling thru folder list on left side is lagging. Scrolling preset list is lagging. Moving photo around with touchpad/touch-mouse is very lagging.
This is quite shocking to see on iMac Pro, which is supposed to be the super fast computer (and it is in any other respect, except Lightroom).
Tried with and without GPU acceleration. Didn't notice any difference.
Display is set to Default resolution.
Do any of the steps on this page help?
Lightroom Classic version: 7.3.1 [ 1167660 ]License: Creative Cloud
Language setting: en-LV
Operating system: Mac OS 10
Version: 10.13.4 [17E202]
Application architecture: x64
Logical processor count: 16
Processor speed: 3,2 GHz
Built-in memory: 65 536,0 MB
Real memory available to Lightroom: 65 536,0 MB
Real memory used by Lightroom: 6 407,3 MB (9,7%)
Virtual memory used by Lightroom: 12 305,3 MB
Memory cache size: 4 280,8MB
Internal Camera Raw revision: 933
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 2108MB / 32767MB (6%)
Camera Raw real memory: 2127MB / 65536MB (3%)
Displays: 1) 5120x2880, 2) 1920x1080
Graphics Processor Info:
Metal: AMD Radeon Pro Vega 56
Application folder: /Applications/Adobe Lightroom Classic CC
Library Path: /Users/fotodelfi/Pictures/Lightroom Catalog/Lightroom Catalog-2.lrcat
Settings Folder: /Users/fotodelfi/Library/Application Support/Adobe/Lightroom
2) Aperture/iPhoto Importer Plug-in
3) Canon Tether Plugin
6) HDR Efex Pro 2
7) Nikon Tether Plugin
Config.lua flags: None
AudioDeviceName: External Headphones
GL_RENDERER: AMD Radeon Pro Vega 56 OpenGL Engine
GL_VENDOR: ATI Technologies Inc.
GL_VERSION: 2.1 ATI-1.66.31
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos 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_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample 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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
The issue is this: graphics acceleration in LR is still in beta, but without it LR can't keep up with displays over 4k in resolution. I'm glad the graphics acceleration crop bug was fixed with the recent update, but currently my options are as follows...
1. Edit on my 16GB RAM laptop with no issues.
2. Edit on the 5k iMac Pro display with graphics acceleration turned ON. This renders the used of the adjustment brush, cloning, healing, and any local adjustments completely broken. Initial brush strokes cause the entire system to choke for 2-3 seconds and are often not even recorded. I edit hundreds of images a day and each of them receives a pass with a few healing spots and adjustments so this is a very big issue for me.
3. Edit on the 5k iMac Pro display with graphics acceleration turned OFF. This fixes the adjustment brush issue, but makes regular develop functions extremely sluggish and bloated. Moving around within lightroom is also slow.
What gives? I'm tired of being used as a beta tester. If this program is built for professionals, it should run perfectly on an $8,000 machine and especially on a high resolution display.
3.1 GHz Intel Xeon W
128 GB 2666 MHz DDR4
Radeon Pro Vega 64 16368 MB
5k Retina Display
1. If I hooked up a non-4k/5k monitor to my iMac Pro via Thunderbolt 3, and ran Lightroom CC on that, would I have the same issues?
2. Does the standard iMac (with beefed up specs) suffer from the same problems?
3. Would a solution of a MacBook Pro 15" fully spec'd out ($6500) hooked up to an external monitor run better?
Obviously these are ridiculous "work arounds" but I am curious if these are viable solutions since I spend a lot of time in Lightroom and don't think any of my other apps would suffer from these "downgrades" in specs.
Radeon Pro Vega 48 8 GB graphics card and have started using LR classic on it. Lightroom Classic is UNUSABLE at this speed. I can't believe it! I've been a professional photographer for over 20 years and have been using Lightroom since version 1.... I've now had enough of this bullxxxx. I'm going to switch to Capture One and I'm never coming back. Thanks Adobe.
Brushes, mask on / off, zoom in / out, switch between images, have such a delay that it becomes almost impossible to work. Exporting to a full-size TIFF also takes minutes!
The technical support at Adobe is terrible. Already 2 appointments with the senior support team have not been fulfilled, and each time you have to go through the whole mill to get hold of someone. Very unfortunate and frustrating!
dixit Adobe: "Slowness due to heavy edits like (dehire, defying, noise reduction, texture) combined with local adjustments is expected. Please start disabling NR and local adjustments one by one and observe speed speed improvements. Try using Range Mask with large brush sizes for accurate mask selection instead of using very small brush sizes."
But what's the point of working with image editing software and not be able to do edits?
Next I was advised to enable the "write changes to the xmp file" and work with smart previews.
Overall, the speed improvements with these steps are poor and I keep struggling with finishing my professional projects in Lightroom. Adobe say some updates are planned in the future for performance with 4K/5K screens, but that doesn't help my problem.
I suppose I will need to rethink my workflow.
Come on Adobe, fix this. We are paying for this product.