Lightroom Classic 8.4.1: Develop module sharpening view error when using GPU

  • 1
  • Problem
  • Updated 4 weeks ago
  • (Edited)
Since update to 8.4.1, Lightroom Classic when running with supported GPU acceleration (GTX950) fails to show properly sharpened images in develop module 1:1 view (wrong amount and type of sharpening). Images appear fine in Library and when exported. Disabling the GPU restores expected functionality.
Photo of HarrisS

HarrisS

  • 15 Posts
  • 1 Reply Like

Posted 4 months ago

  • 1
Photo of Johan Elzenga

Johan Elzenga, Champion

  • 2601 Posts
  • 1108 Reply Likes
Mac or Windows? If Windows, then check if you have installed the latest drivers for that GPU.
Photo of HarrisS

HarrisS

  • 15 Posts
  • 1 Reply Like
Hi Johan,

Thank you very much for your prompt response.

It is Win10 x64 1809 fully patched, with Nvidia GTX950 (DirectX 12 and OpenGL supported, and both reported enabled by LR itself too). The Nvidia driver was indeed from July (431.60) and got it updated to the Sep 19 one (436.48).

Unfortunately the problem persists and a bit more experimentation shows that the issue becomes apparent when using the GPU just for display acceleration (softening effect as if noise reduction is applied). Using it for image processing too makes no difference (I suppose it is expected).

Thanx again for your suggestion!

Harris
Photo of G0apher

G0apher, Employee

  • 97 Posts
  • 28 Reply Likes
Thanks for reporting this @HarrisS.

Could you please share the original files where you are experiencing this? Or could you post sample screen shots for the issues you are seeing?

Photo of HarrisS

HarrisS

  • 15 Posts
  • 1 Reply Like
 Hello,

Thank you for your response and apologies for my delay.

I have prepared samples of the same image (with GPU and NO_GPU acceleration) for your reference. All at 1:1 view, no smart views used . I intentionally overdid it with sharpening for a more pronounced effect (look at the building's roof and also the overall difference in tone when viewing the screenshots from a distance ).

Although an enhanced picture is used, the effect is the same with no photo enhancement.

The camera is a Fuji X-T1

Harris

Sample 1 - No GPU accel used


Photo of HarrisS

HarrisS

  • 15 Posts
  • 1 Reply Like
GPU used, basic controls

Photo of HarrisS

HarrisS

  • 15 Posts
  • 1 Reply Like
GPU used, detail controls
Photo of HarrisS

HarrisS

  • 15 Posts
  • 1 Reply Like
apologies, one more bit of information.

The same effect exists irrespective of using a specific camera profile (Colorchecker) or the built in Adobe ones.

Harris
Photo of HarrisS

HarrisS

  • 15 Posts
  • 1 Reply Like
Hello,

Problem persists with version 9

Regards

Harris
Photo of HarrisS

HarrisS

  • 15 Posts
  • 1 Reply Like
Hi,

I can now confirm same behaviour in Photoshop 2020/Camera Raw, as well as with Windows version  1903.

Furthermore, closer observation of GPU utilisation suggests that upon successive invocations of both screen drawing (display) and develop module image processing, GPU memory utilisation rises up to the card maximum of 2GB (either desired effect or an indication of a memory leak?).
Although different code, competitor products (e.g Capture One) do not exhibit such GPU memory utilisation patterns or indeed suffer from the same problem.

 Is there any feedback provided in this forum from Adobe looking into it or at least acknowledging receipt of those details?
It would be appreciated to know if this is a specific workstation configuration issue (which i am happy to take steps to resolve) or an actual bug?


Regards

H. 
Photo of HarrisS

HarrisS

  • 15 Posts
  • 1 Reply Like
Hello,

Just to confirm that the problem persists when the GPU has been upgraded to an GTX 1660 super with the latest NVidia studio drivers on both Photoshop Camera Raw and Lightroom.

I think it would not be far fetched to say that Adobe's response to this post (even an acknowledgement of receipt of details and some/any feedback) was at best poor and does not live up to its past and the expectations it sets for supporting customers.

Perhaps this is the way companies lose customers.

Harris
Photo of Venkatesh Penjuri

Venkatesh Penjuri, Official Rep

  • 51 Posts
  • 13 Reply Likes
Hi Harris,

 I verified this behavior with Fuji X-T1 files(both RAF and Enhanced images) but unable to replicate the problem. If possible, could you share a sample image with edits? This will help me understand the problem better.

Also, could you share the system info(In Lr: Help->System info)?
Photo of HarrisS

HarrisS

  • 15 Posts
  • 1 Reply Like
Good morning and thank you very much for responding.

First of all a very quick round up of where we are now. Since initial report (problem introduced with LR 8.4.1.)
- The problem persists in LR 9 and 9.1
- I have upgraded the OS to the most recent version
- I have replaced the graphics card with a modern Nvidia GPU
- I have used both normal and studio Nvidia drivers

Regarding sharing an image.
I have already shared screenshots but I suppose you would like the actual image.  I am happy to do this, what type of file would be appropriate and how do I upload it given its large size?

And finally I am providing below the requested current System Info. (Please note that I have disabled the GPU display acceleration in my workflow as it negates the problem)

Kind Regards
Harris

System Info
-------------------
Lightroom Classic version: 9.1 [ 201911291132-64cf80b4 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 10 - Home Premium Edition
Version: 10.0.18362
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 3.5 GHz
Built-in memory: 16327.3 MB
Real memory available to Lightroom: 16327.3 MB
Real memory used by Lightroom: 2313.4 MB (14.1%)
Virtual memory used by Lightroom: 4767.3 MB
GDI objects count: 1075
USER objects count: 2334
Process handles count: 2204
Memory cache size: 889.8MB
Internal Camera Raw version: 12.1 [ 351 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX
Camera Raw virtual memory: 1104MB / 8163MB (13%)
Camera Raw real memory: 1114MB / 16327MB (6%)
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Displays: 1) 1920x1200, 2) 1680x1050
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No
Graphics Processor Info:
DirectX: NVIDIA GeForce GTX 1660 SUPER (26.21.14.4128)

Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: Z:\Lightroom Catalog-5-2-2-2.lrcat
Settings Folder: C:\Users\Harris\AppData\Roaming\Adobe\Lightroom
Installed Plugins:
1) AdobeStock
2) ColorChecker Passport
3) Facebook
4) Flickr
5) Nikon Tether Plugin
Config.lua flags: None
Adapter #1: Vendor : 10de
 Device : 21c4
 Subsystem : 21c410de
 Revision : a1
 Video Memory : 5991
Adapter #2: Vendor : 1414
 Device : 8c
 Subsystem : 0
 Revision : 0
 Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Speakers (Realtek High Definition Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: 12.1x4
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 1660 SUPER/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 441.28
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_multiview_texture_multisample GL_EXT_multiview_timer_query 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_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 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_KHR_shader_subgroup 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_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation 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_feature_query 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_barycentric 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_memory_attachment GL_NV_mesh_shader 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_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive 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_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image 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_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence 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_OVR_multiview GL_OVR_multiview2 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 Venkatesh Penjuri

Venkatesh Penjuri, Official Rep

  • 51 Posts
  • 13 Reply Likes
Hi Harris,

You can either share the enhanced DNGs or the RAF files. You can share it via any file sharing app. 

For DNG : Just save the edits by selecting 'Photo menu->Save metadata to file.

For RAF : Save the edits by selecting 'Photo menu->Save metadata to file. An associated XMP file will be created, please share the RAF+XMP together. You can find the XMP file in the same folder as the RAW file.

Meanwhile, do you have the preference 'Use smart previews instead of originals for image editing'  checked in the Preference panel (Edit->Preferences->Performance) ?  If so, please uncheck this option and and try to replicate the issue.


Photo of HarrisS

HarrisS

  • 15 Posts
  • 1 Reply Like
Good morning,

Apologies for the belated reply, it has been a particularly busy week.

Here is a link to the dng file (same photo used in the screenshots above) with the embedded metadata.
I confirmed correct metadata embedding configuration by opening it up directly from PS 2020/Camera Raw.

https://drive.google.com/open?id=1IRuTfZxRmp-9eMEZt4qmQRp7w7xO_0dw

Regarding Smart views, please read the original series of postings, as many tests have already been performed including confirming that smart view is off. 
In any case, I have checked it again and can confirm that it is unchecked.

Please let me know when you have pulled the file for me to revoke sharing.

Kind Regards

Harris
Photo of HarrisS

HarrisS

  • 15 Posts
  • 1 Reply Like
Hello Todd,

Thank you very much for identifying the image crop relation!
I just tested out and I can confirm similar behaviour.

However, trying out the same extreme scenario (very high amount of sharpening on a cropped image) on an old Canon CR2 file the problem is there too.

So it may be that the problem is not solely related to the Fuji Xtrans demosaicing.

I fear however that I am getting down to a counterproductive pixel pipping level. In other words I think that the problem is less pronounced on non Xtrans raw file.

I am providing the CR2 file +XMP for your review

 https://drive.google.com/file/d/1HEEJsFTIl-YJy3J4YrcaxpLwTwdM0Az0/view?usp=sharing
https://drive.google.com/file/d/1W69ho_V6VJuN4cRUXydkt9zfSf91xV4q/view?usp=sharing

Harris
(Edited)
Photo of Todd Shaner

Todd Shaner, Champion

  • 1679 Posts
  • 569 Reply Likes
I can see the issue using your Canon 350D CR2 and XMP files. I went back and applied a smaller 500x500 crop to my Canon 5D MKII CR2 file. Using the same high sharpening settings the issue is present, but to less degree than the Fuji X-T1 ARW file. I also checked a Nikon D850 NEF file and it exhibits the same degree of sharpening difference that I see with Canon 5D MKII CR2 files. So it appears the issue is NOT restricted to Fuji X-Trans raw files.
As you say it may be counterproductive pixel peeping, but the difference in sharpening observed shouldn't be happening at 1:1 Zoom view. The only difference I am aware is that the Library module previews are Adobe RGB color profile and the Develop module uses a wider gamut Melissa RGB color space (ProPhoto RGB with 1.0 Gamma). This would only be visible on a wide gamut display with a color gamut that exceeds Adobe RGB, but only if the image has similar gamut outside the Adobe RGB color space. Even then it would only show as a difference in color hue, not sharpness.
Photo of HarrisS

HarrisS

  • 15 Posts
  • 1 Reply Like
Hi Todd,

Thank you for your feedback, lots appreciated.

Another thought is that the issue may be more prominent in images with high frequency detail.

I noticed the problem during a reviewing session of some photos while switching from library to develop and back. When I got to those that DSC3211 belonged to (same sequence, same scene with foliage and building detail), the images started looking different when switching using the "FIT" view. 

So unfortunately there is also a perceivable issue in other non 1:1 views

Perhaps the GPU rendering routines differ from the CPU ones, hence the issue... 

I now have a bizarre workflow where by I use the GPU for all other processing steps and switching to CPU for sharpness and noise adjustments. I then keep on switching between Develop and Library to get a good idea of where I am....
Bit irritating.

I hope it gets noticed by the team and they review it. It certainly started happening from 8.4.1

I wont be available for the next few days, so merry XMas!

Thank you very much again,

Regards

Harris
Photo of Todd Shaner

Todd Shaner, Champion

  • 1679 Posts
  • 569 Reply Likes
I noticed the problem during a reviewing session of some photos while switching from library to develop and back. When I got to those that DSC3211 belonged to (same sequence, same scene with foliage and building detail), the images started looking different when switching using the "FIT" view.
All previews other than 1:1 in the Develop module are created real-time using the less accurate nearest neighbor interpolation algorithm. This algorithm produces artificially sharper looking images and shouldn't be used to judge Sharpening and NR settings. The Library module preview pyramid settings (1:16, 1:8, 1:4, 1:3, 1:2, 1:1) are actual rendered images within the 1:1 Library Preview file. The image sharpness for these Zoom settings is very accurate and should be used to determine what an Export file would like when resizing is applied. Conversely the Library module Fit and Fill Zoom settings are less accurate (i.e. less sharp). They use the closest size pyramid preview and apply a 2nd interpolation to "fit" or "fill" the Loupe window without output sharpening applied. They will appear less sharp than export files with resizing and output sharpening applied.
Perhaps the GPU rendering routines differ from the CPU ones, hence the issue...
That appears to be the case, but shouldn't be happening. It may be due to the change from OpenGL to DirectX GPU rendering that was implemented in LR 8.? Adobe is on holiday until after the New Year so we'll just have to wait and see if this gets further attention.

Harris, have a very Merry Christmas and New Year 2020 celebration as well. See you in the next decade!
Photo of HarrisS

HarrisS

  • 15 Posts
  • 1 Reply Like
Indeed!... Next decade :-)))) 

All the best!

Harris
Photo of HarrisS

HarrisS

  • 15 Posts
  • 1 Reply Like
This reply was created from a merged topic originally titled LR classic - GPU image rendering problem in develop module.

Hello,

It has been 3+ months since a GPU rendering problem in the develop module was reported and validated with one of the Adobe Champions. Problem introduced with LR classic 8.4.1 update and persist since then up to and including the latest version.

There has been no official response from Adobe reps to this point although all requested information has been provided.

Detailed bug information can be found in the original thread at https://feedback.photoshop.com/photoshop_family/topics/lightroom-classic-following-update-to-8-4-1-d... and it  results in problematic workflows to counter the effects.

Is it going to be fixed or is this an unofficial end to LIghtroom Classic support?
I need an answer to inform imminent subscription renewal decision?

Regards

Harris



Photo of Todd Shaner

Todd Shaner, Champion

  • 1712 Posts
  • 580 Reply Likes
Venkatesh Penjuri have you been able to confirm this issue and if so is it scheduled to be fixed in a future update. Thank you.