Lightroom: Slow performance on Xeon CPUs

  • 23
  • Problem
  • Updated 1 year ago
  • (Edited)
I noticed that LR clone and brush tool on my XEON E5-1650 0 3.20GHz (Attention: E5-1650 0 and not E5-1650 v4) can not stress my CPU and after x minutes of working LR slow down, until I have to restart it.

Please see the full diskussion with the problem here: https://forums.adobe.com/thread/2210245 (test with different Lightroom versions, confrontation with a weak laptop, that works fine, tests wit other graphic grafic card, test with other bios settings etc. No results. Only restart LR or minor display resolution helps.)

Can anyone with an XEON E5-1650 0 3.2Ghz confirm this?
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Dietmar Mitterer Zublasing

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  • frustrated

Posted 3 years ago

  • 23
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David Kkozi Lejček

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After a couple of months having problem with Lightroom I got to this site. I tried everything, read milions comments and topics on forums and I solved nothing with the performance issues.
I edit hundreds or thousands of pictures from every shooting and lightroom became to be pain in the ass processing the photos.

I tried different sw to process raw. Capture one 10 is really really fast, has the quality but the noise and image quality what lightroom has is the best for my eyes.

I hope that Adobe will update LIghtroom with all the performance issues fixed soon. It is a huge Adobe fail. Huge one!
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Dietmar Mitterer Zublasing

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Yes, the whole thing is extremely frustrating.

My workarounds are:
A) Re-start Lightroom every 5 min
B) Edit with lightroom mobile
Both, a catastrophy when you have to edit many photos :-(
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Assaf Frank

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I can't believe C1 noise is worse then lightroom, I have the opposite issue, but it is depending on the camera specific raw file.
I suggest you open a support ticket with capture 1 and show them the 2 results c1 vs lightroom, they will be very quick to reply. 1-3 days normally.
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David Kkozi Lejček

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Really? Cool. I will try to send it them. There is a small difference but it's noticable (for pixel peeper :-)
In Capture One it looks like compression noise and in Lightroom it is more like film grain and more natural.

Thank you for the advice.
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Mihael Tominšek

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I have experience with C1 v9. Noise reduction is mixed bag compared to Lr. It is worse on large clean areas like arhitecture, but is better on detailed things. I like Color NR in Lr, but I dislike that Lr hardly fix stubborn white dots. For ultimate NR I have external app anyway. So C1 vs Lr noise reduction is irrelavant. I mostly do not apply NR on both. I just add grain. Which is more natural in C1 for my eyes.
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John Ott

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Well it looks like Lr CC 2015.8 just released that has various bug fixes as well as fixed more memory leaks. I am curious to see if our issues got resolved. I will download it tonight to see if everything is working as expected
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Todd Shaner, Champion

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My previously well-performing quad-core system with 12GB memory is now exhibiting the same issue. After working on some images for a few minutes I start to see a slow-down in Develop controls response and even Library module scrolling slows down. Memory usage keeps climbing, but even with 5GB  "available" memory" showing I see a performance decrease. I'm also seeing intermittent image "tiling" after upgrading to the latest 375.86 Nvidia Graphics driver, which I did before the CC 2015.8 update. I'm going to drop back to the previous 368.86 driver version I was using and see if performance is better.
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Todd Shaner, Champion

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With the Nvidia video driver rolled back to 368.86 LR CC 2015.8 is performing well and the same as with CC 2015.7. This is on Windows 7 with an i7-860 quad core CPU. My performance issue was due to the Nvidia driver update, which was made shortly before the CC 2015.8 update.
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Rob van den Wijngaart

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I have the feeling it is a little bit better, but just a little bit. So waiting for a better update.
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Robert Frost

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I have found the same; with the older 368.86 NVidia driver (on my M2000 Quadro driver) everything in LR 2015.8 is snappier than with the latest 375.86 driver.

BUT everything in Win10 is also faster, so it is not just a LR problem, it is a problem with the latest driver and everything!

Bob Frost


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Todd Shaner, Champion

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I generally never upgrade any driver unless there's a specific issue.......I made an exception this time and it came back  to bite me. I won't be doing that again!
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Assaf Frank

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After working for few hours with this release. I can confidently say that the performance issues have NOT been resolved and I still need to restart lightroom every 5-10 minutes to get back to have a responsive experience like it is after a lightroom restart otherwise it is painfully slow.

Adobe might have improve something as it feels take longer now before the performance drop kicks in.

keep working on it please as it has been like that that for more than a year, what a flop...

here is my spec.

Lightroom version: CC 2015.8 [ 1099473 ]License: Creative Cloud
Operating system: Windows 10
Version: 10.0
Application architecture: x64
System architecture: x64
Logical processor count: 16
Processor speed: 3.0 GHz
Built-in memory: 65446.8 MB
Real memory available to Lightroom: 65446.8 MB
Real memory used by Lightroom: 827.2 MB (1.2%)
Virtual memory used by Lightroom: 791.7 MB
Memory cache size: 552.2 MB
Maximum thread count used by Camera Raw: 16
Camera Raw SIMD optimization: SSE2,AVX,AVX2
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Displays: 1) 3840x2160
Input types: Multitouch: No, Integrated touch: No, Integrated pen: Yes, External touch: No, External pen: Yes, Keyboard: No

Graphics Processor Info: 
GeForce GTX 980 Ti/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 376.19
Renderer: GeForce GTX 980 Ti/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler


Application folder: C:\Program Files\Adobe\Adobe Lightroom
Library Path: L:\LR Catalog\LR 6 Catalog Full\LR 6 Catalog Full.lrcat
Settings Folder: C:\Users\User\AppData\Roaming\Adobe\Lightroom

Installed Plugins: 
1) Canon Tether Plugin
2) ColorChecker Passport
3) Export to Photomatix Pro
4) jb Search Replace Transfer
5) jf Metadata Wrangler
6) jf Snapshot on Export
7) Leica Tether Plugin
8) LR/Transporter
9) Nikon Tether Plugin
10) Stockboxphoto

Config.lua flags: None
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Dietmar Mitterer Zublasing

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This is also exactly my experience with 2015.8 :-(
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Assaf Frank

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if anyone at adobe reads this thread, I'm sure many of us including me will be happy to do some beta testing on our PCs if you send us some experimental versions to test for this issue.
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Allan Worden

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I am having the same problem. All local adjustment tools are causing the program to quickly slow down to a totally unacceptable speed. I am working with an Eizo CG275W as a main screen and an Eizo CG210 as a secondary screen. Reducing the resolution from 2560 x 1440 [native] to 1920 x 1080 helps with the problem but clearly makes editing more difficult and is not remotely suitable in the long or indeed medium term.
This problem seems to have become worse with recent releases.
I include the "System Information" which might help other more capable people resolve the issue:

Lightroom version: CC 2015.8 [ 1099473 ]
License: Creative Cloud
Operating system: Windows 10
Version: 10.0
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 3.4 GHz
Built-in memory: 32652.3 MB
Real memory available to Lightroom: 32652.3 MB
Real memory used by Lightroom: 3829.8 MB (11.7%)
Virtual memory used by Lightroom: 4036.2 MB
Memory cache size: 3775.5 MB
Maximum thread count used by Camera Raw: 8
Camera Raw SIMD optimization: SSE2,AVX,AVX2
System DPI setting: 120 DPI
Desktop composition enabled: Yes
Displays: 1) 1920x1080, 2) 1600x1200
Input types: Multitouch: No, Integrated touch: No, Integrated pen: Yes, External touch: No, External pen: Yes, Keyboard: No

Graphics Processor Info:
GeForce GTS 450/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 369.09
Renderer: GeForce GTS 450/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler


Application folder: C:\Program Files\Adobe\Adobe Lightroom
Library Path: M:\LR_5 Catalogs\Photo_R-2-2-2.lrcat
Settings Folder: C:\Users\Owner\AppData\Roaming\Adobe\Lightroom

Installed Plugins:
1) AdobeStock
2) Canon Tether Plugin
3) ColorChecker Passport
4) Facebook
5) Flickr
6) HDR Efex Pro 2
7) Keyboard Tamer
8) Leica Tether Plugin
9) Mirage Print
10) Nikon Tether Plugin
11) ON1 Effects 10
12) ON1 Enhance 10
13) ON1 Photo 10
14) ON1 Portrait 10
15) ON1 Resize 10
16) Show Focus Points

Config.lua flags: None

Adapter #1: Vendor : 10de
    Device : 1245
    Subsystem : 13513842
    Revision : a1
    Video Memory : 979
Adapter #2: Vendor : 8086
    Device : 412
    Subsystem : d0001458
    Revision : 6
    Video Memory : 70
Adapter #3: Vendor : 1414
    Device : 8c
    Subsystem : 0
    Revision : 0
    Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Speakers (Realtek High Definition Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 44100
Build: LR5x4
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 GTS 450/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.5.0 NVIDIA 369.09
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NV_shader_thread_group GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control

Hope help from Adobe is coming very shortly.
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Jeffrey Tranberry, Sr. Product Manager, Digital Imaging

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Have you tried updating your graphics driver? There were lots of problems with drivers between 369.x-374.x and are not supported. 

https://helpx.adobe.com/lightroom/kb/lightroom-gpu-faq.html
https://helpx.adobe.com/lightroom/kb/rollback-driver-nvidia-issue.html
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Allan Worden

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My Nvidia sytem tells me the driver is up to date! Time to investigate further, thanks.
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Allan Worden

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Well, well! Nvidia not up to date and I have updated to 735.95 which has improved general display performance.
I still can only get a few minutes of action with the localised adjustment tools before the program comes to an effective standstill. Whilst using the Graduation Filter I can swing the Temp Adj slider from one end to the other without getting any response within an acceptable time, at least half a minute!.
I guess I will have to get up to speed using PS adjustment layers or pray that Adobe gets its act together quickly.
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Robert Frost

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On my Win 10/Quadro setup, 368.39 is faster than 375.63. The latest driver often has the latest bugs ;)

Bob Frost

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Allan Worden

  • 8 Posts
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I think you are correct, 368.39 seems to be marginally better than 375.95 [typo above!]. Speed of LR tools is still slow however.
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John

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Hi All,

I have a Laptop specifically for high end graphical 3d modeling so photoshop and lightroom should be a breeze, Actually photoshop is, However like all of you, Lightroom is dog slow..
I can make a temp tonal adjustment and 7 seconds later the slider might actually move and I might actually get to see the change, this is unusable when you have hundreds of images to go through,

My setup is a Quad core Xeon E3-1535M @ 2.90Ghz hyperthreaded giving 8 threads in total.
64GB Memory, 4K screen, m.2 samsung 950 Pro Getting 2,000mb second read and writes,
Graphis is using the Nvidia Quadro M2000M  with 4GB memory

Having moved from my desktop Imac I5 3.2Ghz I have shattered to see that my power laptop is so much slower.
I have read all the threads here and so resulted at looking at alternatives, In doing so I found a way of speeding up lightroom on my system, Not lighting fast but so much more usable without much lag.

I installed the demo version of On1 photo Raw 
in developer mode of On1 it is even worse than lightroom.
However what I noticed was that, If I leave On1 running in the background and then launch lightroom, Lightroom seems now to be so much faster, If I close On1 down and launch lightroom then Lightroom seems slower again.
On1 during installation will install plugins to lightroom (not sure if this has any affect)

My next task will be to look at my graphics drivers and to also test capture one pro.
I shall be following this thread for potential fixes.

I have also tried disabling hyper threading which made no difference.
I also fired up a Win7 VM using 1 processor but again this made no difference in performance.
I shall welcome any other fixes to try and hope Adobe get on top of this.
Photo of Assaf Frank

Assaf Frank

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Here is mine

Lightroom version: CC 2015.8 [ 1099473 ]License: Creative Cloud
Operating system: Windows 10
Version: 10.0
Application architecture: x64
System architecture: x64
Logical processor count: 16
Processor speed: 3.0 GHz
Built-in memory: 65446.8 MB
Real memory available to Lightroom: 65446.8 MB
Real memory used by Lightroom: 2287.9 MB (3.4%)
Virtual memory used by Lightroom: 2417.8 MB
Memory cache size: 732.8 MB
Maximum thread count used by Camera Raw: 16
Camera Raw SIMD optimization: SSE2,AVX,AVX2
System DPI setting: 144 DPI (high DPI mode)
Desktop composition enabled: Yes
Displays: 1) 3840x2160
Input types: Multitouch: No, Integrated touch: No, Integrated pen: Yes, External touch: No, External pen: Yes, Keyboard: No

Graphics Processor Info: 
GeForce GTX 980 Ti/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 378.66
Renderer: GeForce GTX 980 Ti/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler


Application folder: C:\Program Files\Adobe\Adobe Lightroom
Library Path: L:\LR Catalog\LR 6 Catalog Full\LR 6 Catalog Full.lrcat
Settings Folder: C:\Users\User\AppData\Roaming\Adobe\Lightroom

Installed Plugins: 
1) ColorChecker Passport
2) Export to Photomatix Pro
3) jb Search Replace Transfer
4) jf Metadata Wrangler
5) jf Snapshot on Export
6) LR/Transporter
7) Stockboxphoto

Config.lua flags: None

Adapter #1: Vendor : 10de
Device : 17c8
Subsystem : 32331462
Revision : a1
Video Memory : 6103
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: LR5x4
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 980 Ti/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.5.0 NVIDIA 378.66
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 
(Edited)
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John Ott

  • 8 Posts
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Here is mine as well...

Lightroom version: CC 2015.8 [ 1099473 ]License: Creative Cloud
Operating system: Windows 10
Version: 10.0
Application architecture: x64
System architecture: x64
Logical processor count: 20
Processor speed: 3.0 GHz
Built-in memory: 130979.6 MB
Real memory available to Lightroom: 130979.6 MB
Real memory used by Lightroom: 1920.9 MB (1.4%)
Virtual memory used by Lightroom: 2455.3 MB
Memory cache size: 2457.9 MB
Maximum thread count used by Camera Raw: 20
Camera Raw SIMD optimization: SSE2,AVX,AVX2
System DPI setting: 120 DPI
Desktop composition enabled: Yes
Displays: 1) 3840x2160, 2) 1920x1080, 3) 1920x1200
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No

Graphics Processor Info: 
GeForce GTX 1080/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 378.66
Renderer: GeForce GTX 1080/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler


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

Installed Plugins: 
1) AdobeStock
2) Canon Tether Plugin
3) DxO OpticsPro 11
4) DxO OpticsPro 11 Importer
5) Export to Photomatix Pro
6) Facebook
7) Flickr
8) HDR Efex Pro 2
9) Leica Tether Plugin
10) Merge to 32-bit
11) Nikon Tether Plugin
12) ON1 Photo RAW 2017
13) ON1 Resize 2017

Config.lua flags: None

Adapter #1: Vendor : 10de
Device : 1b80
Subsystem : 61833842
Revision : a1
Video Memory : 8000
Adapter #2: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: U28D590-8 (NVIDIA High Definition Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: LR5x4
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 1080/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.5.0 NVIDIA 378.66
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_NVX_blend_equation_advanced_multi_draw_buffers 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_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_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 
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Jeffrey Tranberry, Sr. Product Manager, Digital Imaging

  • 15339 Posts
  • 2226 Reply Likes
A common thread seems to be Windows and nVidia (w/recent drivers). Have any of you tried disabling Use Graphics Processor? Is performance consistent without gradual slowdown?
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John Ott

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I have tried using it without GPU acceleration and the issue persists. Everything starts off fine and after processing a few photos, it gradually gets slower and slower to the point where I have to restart Lightroom
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Assaf Frank

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This has been here for more than a year and l had since install so many nvidia drivers that there is no way its the graphic driver. Its more likely the code in lightroom.

Anyway I think you should all watch this video that says exactly how we all feel.

https://youtu.be/JnaTRK9moxo
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Robert Frost

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That doesn't surprise me at all; I have to install Apple's Quicktime to get LR's Slideshow to work without stuttering. Just downloading On1 Raw!


Bob Frost

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Hagens World Photography

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Here mine - Intel Xeon CPU E5-1650 v4 @ 3.60GHz

Version von Lightroom: CC 2015.2.1 [ 1046594 ]Lizenz: Creative Cloud
Betriebssystem: Windows 10
Version: 10.0
Anwendungsarchitektur: x64
Systemarchitektur: x64
Anzahl logischer Prozessoren: 6
Prozessorgeschwindigkeit: 3,5 GHz
Integrierter Speicher: 32684,3 MB
Für Lightroom verfügbarer phys. Speicher: 32684,3 MB
Von Lightroom verwendeter phys. Speicher: 3531,8 MB (10,8%)
Von Lightroom verwendeter virtueller Speicher: 3623,2 MB
Cache-Speichergröße: 6303,6 MB
Maximale Anzahl Threads, die Camera Raw verwendet: 6
Camera Raw SIMD-Optimierung: SSE2,AVX,AVX2
DPI-Einstellung des Systems: 96 DPI
Desktop-Komposition aktiviert: Ja
Monitore/Anzeigegeräte: 1) 1920x1080
Eingabetypen: Multitouch: Nein, integrierte Toucheingabe: Nein, integrierter Stift: Nein, externe Toucheingabe: Nein, externer Stift: Nein, Tastatur: Nein

Informationen zum Grafikprozessor: 
Quadro K2000/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 368.39
Renderer: Quadro K2000/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler


Anwendungsordner: C:\Program Files\Adobe\Adobe Lightroom
Bibliothekspfad: C:\Users\XXX\Qsync\Katalog\Lightroom Catalog.lrcat
Einstellungen-Ordner: C:\Users\XXX\AppData\Roaming\Adobe\Lightroom

Installierte Zusatzmodule: 
1) Canon Tether-Zusatzmodul
2) Facebook
3) Flickr
4) jf Flickr
5) jf Metadata Wrangler
6) jf Run Any Command
7) Leica Tether-Zusatzmodul
8) LR/Enfuse
9) LR/Mogrify 2
10) Nikon Tether-Zusatzmodul
11) Piwigo

Config.lua-Flags: None

Adapter Nr. 1: Anbieter : 10de
Gerät : ffe
Subsystem : 94c103c
Version : a1
Grafikspeicher : 1989
Adapter Nr. 2: Anbieter : 1414
Gerät : 8c
Subsystem : 0
Version : 0
Grafikspeicher : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Lautsprecher (Realtek High Definition Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 44100
Build: Uninitialized
Direct2DEnabled: false
GPUDevice: not available
OGLEnabled: true
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Hagens World Photography

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Hi Jeffrey,

I have tried several nVidia drivers (older versions / latest versions) and I have played with the and GPU acceleration settings - but nothing helps.
I spent a lot of money in a brand-new HP Workstation Z440 (Intel Xeon CPU E5-1650 v4 @ 3.60GHz) and immediately the problems appeared. It is a fresh, clean installation on the Z440 without any other software on it. Lightroom slow down after a short while and I had to restarted again and again to make it possible to work.
In parallel, I use my Notebook, a HP Zbook mobile Workstation (Core i7-4800MQ), and I can work without any problem. 

Maybe you see, that I work now with LR CC 2015.2.1, because this is the latest version, where the XEON CPU performance issue NOT appears. 

This all makes me sad. I pay month by month without using the latest version of LR, because it just doesn’t work on an expensive, new Workstation.

We all need help. Thanks for your support.
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Dietmar Mitterer Zublasing

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Is exactly exacly the same problem on my pcs:
  • Problem (slow down, only solution is restart LR again an again and again) with high end Workstation: CELSIUS M720 POWER, Intel(R) Xeon(R) CPU E5-1650 0 @ 3.20GHz, 3201 MHz, 6 Kern(e), 12 logische(r) Prozessor(en) and Grafic-Card NVIDIA Quadro K5000
  • No Problem with:  Laptop Intel Core i7-5500 CPU @ 2,4 GHz, 8 GB Ram

I do not understand why Adobe does not give a statemant! Please Adobe tell us, that you are working on it. (My test: https://forums.adobe.com/thread/2210245)
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Scott Wild

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Thanks for your comments, but Adobe in general is ignoring these threads. Best to take these issues to a larger audience. Please, take two minutes of your day and fill out this form stating your problems with Lightroom.  https://fstoppers.com/contact If a big blog like FStoppers posts a story about the issue then maybe Adobe will listen.  And yes, it is a shame adobe holds us hostage with poor performing software. They should at least offer a discount for those of us who their software doesn't perform as promised. 
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Rob van den Wijngaart

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Message send to Fstoppers.
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Assaf Frank

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Has anyone had any performance improvement with the new version that came out yesterday? Lightroom CC 2015.9 ?
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Scott Wild

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I only use 1:1 previews and editing is glacially slow. So, I don't see evidence that it's a problem with Smart and 1:1 previews.

You're right, this is not professional. I've have exactly the same specs as you and it took my rig 2 days to import 4,350 photos. All I did was convert to DNG and build 1:1 previews. This is insanity. 
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Robert Frost

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The difference between smart previews and 1:1 previews with my images is enormous. My D810 nefs are 36 MP, so 1:1 previews will be the same size. But Smart previews are only 4.3 MP (2650x1706) so the difference in size is a factor of 8! So rendering 4.3MP might only take 1/8th of the time that a 1:1 takes, ie your 48 hours with 1:1s might only be just 6 hours with smart pixels.

(Edited)
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Scott Wild

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Hmmm. I'll run some tests and report back. Thanks,
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Stefan Redel

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Smart Previews are very cool.
But... After doing the Exports LR sticks in being slow. Damn.

What i need: A Converter that converts all LR-Presets to Capture One-Presets.
Seriously, i will give it a third try whenever i got some spare time.
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Assaf Frank

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me too!!!
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Joe Hudson

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Same issues, xeon quad core, 16gb ram, ssd with plenty of space, x280 r9 gpu. 
Very slow to view 1:1s, regardless of smart preview settings, to switch between images, and refresh after making more than a few brush adjustments. Issues present for all of ver 6. Have updated to the latest via CC when available. Problem persists. Looking to switch to Capture One if not fixed by the time Sony release their A7rII replacement (currently shooting Pentax).
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John Ott

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Just curious, is there anyone exibiting this same Lr slowness when using an AMD/ATI graphics card by chance?  Trying to determine if this is just affecting users with Nvidia graphics cards
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Arnold Bartel

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I'm having the same troubles using a 4k display with an AMD Radeon card:

Lightroom version: CC 2015.9 [ 1106920 ]
License: Creative Cloud
Operating system: Windows 7
Version: 6.1
Application architecture: x64
System architecture: x64
Logical processor count: 12
Processor speed: 3,2 GHz
Built-in memory: 16323,2 MB
Real memory available to Lightroom: 16323,2 MB
Real memory used by Lightroom: 2015,5 MB (12,3%)
Virtual memory used by Lightroom: 2207,1 MB
GDI objects count: 802
USER objects count: 2911
Process handles count: 5517
Memory cache size: 680,2MB / 3824,8MB (17,8%)
Maximum thread count used by Camera Raw: 12
Camera Raw SIMD optimization: SSE2,AVX
Camera Raw virtual memory: 1070MB / 8161MB (13%)
System DPI setting: 192 DPI (high DPI mode)
Desktop composition enabled: Yes
Displays: 1) 3840x2160
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No

Graphics Processor Info:
Radeon (TM) RX 470 Graphics
Check OpenGL support: Passed
Vendor: ATI Technologies Inc.
Version: 3.3.13469 Core Profile Context 21.19.523.2
Renderer: Radeon (TM) RX 470 Graphics
LanguageVersion: 4.50
(Edited)
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Robert Frost

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Hi Simon, If you are still reading this thread, here are some timings about the slowdown in exporting/importing 24MP nefs onto an internal HDD. Using Haswell-E cpu i75930K with all 6/12 cores.

Average cpu usage (Resource Monitor, Win10)

Initial      84%, all 12 usage graphs similar in appearance, hitting 100% much of the time.

After 5 minutes    74%

After 10 minutes  69%

After 30 minutes  50%

After 60 minutes  41%

........................................................

At that point I stopped the process and waited until all cpu and disk activity had died down, and then I restarted the export/import process.

Initial     41%, ie simply stopping the process and resuming it had no effect, it was still slow.

..........................................................

Then I closed LR, restarted it, and resumed the export/import process

Initial    88%.  So closing and restarting LR (CC 2015.9) put the process back at full speed!


Any help?


Bob Frost

(Edited)
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Scott Wild

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I've noticed something similar. When first starting the import of photos, my rig will convert an image to DNG in about 4 seconds. After about 20 minutes that number grows to 15 seconds. The longer the computer converts images the longer the convert time is. I've recently seen my take up to 30 seconds to convert a single image. Again, this is not right and should be treated seriously by Adobe. 
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Assaf Frank

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same here export degrading after time. see here my original post from 8 months ago
https://feedback.photoshop.com/photoshop_family/topics/lightroom-image-export-is-much-faster-after-r...
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Robert Frost

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Adding to my previous posts about slowdown in Rendering 1:1 previews, here is the screenviews of the cpu and disk activity as shown in Resource Monitor (Win10).

First a fresh start to rendering after closing LR, and clearing the Standby Memory with RAMMAP (Ms)

Each D810 nef with some standard edits takes about 5 secs.


After an hour or two this is the screen view:-

Now you can see it is taking about 15 secs per nef, same edits.

Just closing LR and restarting does NOT recover the speed; I have to clear the Standby Memory or reboot to get the speed back. This is different to the slowdowns in exporting where just closing and restarting LR DOES get the speed back!

"Curioser and curioser" said Alice. ;)


Bob Frost

(Edited)
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Simon Chen, Principal Computer Scientist

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There has been some under-the-hood threading changes in Lr CC 2015.10 (Lr 6.10), the team like to hear your feedback on if anything has changed for you with the Lr CC 2015.10 (Lr 6.10) update.  Furthermore, we have added some configuration flag that allows tweaking how Lightroom makes uses of the multiple CPU cores. If the problem still persists, you could do a test as described below and report back if you can get improved interactive editing performance:
  1. Open Lightroom.
  2. Invoke Lightroom > Preferences... menu command
  3. When the Preferences dialog appears, select the Presets tab.
  4. Click on the button labeled “Show Lightroom Presets Folder...”
  5. Lightroom will reveal the root preset folder in the Finder/Explorer.
  6. Now goto https://adobe.ly/2oqzWOX and download the config.lua file and copy it into the Lightroom preset folder that Finder/Explorer selected at step 5. The config.lua file will set a ratio (<=1.0, default is 1.0) on the maximum number of concurrent threads that Lr would use as relative to the total number logical CPU cores on the machine.
  7. Relaunch Lr. If you did step 1 though step 6 correctly, you should see the following entry reported in Lightroom's System Info dialog, which will essentially instruct Lr to not use more than the number of physical CPU cores of threads plus 1.
Config.lua flags: 
Develop.AdjustMaximumThreadCount = 0.51

     8. Now do your normal thing in Lr and report back your experience.You can further tweak the value of "AdjustMaximumThreadCount" in the config.lua file to see if things changes for you.
     9. Remove or rename the config.lua from the Lightroom preset folder after the experiment.
(Edited)
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Assaf Frank

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Hi Jerry,

can you let me know the what is the line in the config.lua
and do you notice any degradation in performance after a while
and what is your spec (CPU/GPU/OS)

Thank you in advance.
Assaf
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Jerry Syder

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Oh dear!!! I may have been a bit hasty in my response ;-(!! Ashamed of myself, I stayed quiet until someone called me out. I guess when something appears too good to be true, they are in fact, too good to be true. Two things 1. I was using smart objects so this was not a fair test as I was not working on the full RAW file. 2. Things did degrade after about 10mins or so. n.b I switched off Smart Previews to see what it would be like - result, laggy but I must admit that after testing both cases(with or without smart previews) things are marginally better than before but nothing to jump and scream about. Also, in both cases, things did degrade after minutes of a LR restart.

Config.lua flags:
Develop.AdjustMaximumThreadCount = 0.51

Lightroom version: CC 2015.10 [ 1111918 ]
License: Creative Cloud
Operating system: Windows 10
Version: 10.0
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 3.4 GHz
Built-in memory: 16325.8 MB

Graphics Processor Info:
GeForce GTX 1060 6GB

..............................

Now I go bury my head 
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Assaf Frank

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No worries mate, I have also started using smart previews and it makes a big difference, but it is not ideal when you need to check focus and zoom in, but it is defiantly more responsive.

The main issue I want adobe to concentrate is the performance degradation.

after restart everything is always much faster (without smart previews) and also creating panoramas are half the time if not less.
my Config.lua flags is the same: 
Develop.AdjustMaximumThreadCount = 0.51

which I think makes a some difference in performance.
but hey fix the performance degradation...

we had enough restarting lightroom every time we want to speed up things.
(Edited)
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Jerry Syder

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Haha! I know the feeling buddy. If only it continued working as when we first launched the program. I think they are working on something to nail this issue finally so fingers crossed. 
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Robert Frost

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Hi Simon,

I tried your config.lua a while ago and found no difference in the slowdown in rendering with time, BUT have now realised I had it in the wrong LR folder!!! Copying the .51 config.lua to the correct folder seems to have cured the slowdown in rendering D810 nefs. Early days, but I have just rendered about 1200 nefs without any slowdown!

I haven't tried the config.lua with 0.5 but will do later.

Some months ago, I had a look at what LR is doing during rendering with MS Process Monitor (filtered on lightroom.exe). I could see that when rendering became slow after an hour or more, it seemed to be spending more time creating and closing threads without anything happening (the RH side of the data lines were full of zero times). Is that the logjam; too many threads being created which can't get onto the 'motorway' and thus wasting LR time? Just had a look again at it running with 0.51 after 1200 renders and there seem to be far fewer threads being created and closed than before. I'm not a programmer, but this did seem to be a clue to me.

I'll let this rendering continue for another hour or so, and then try the other setting, but you might, just might, have solved my slowdown problem. Never had a slowdown with editing, but then I don't sit editing for hours - it's my hobby, not work ;)

Bob Frost

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Scott Wild

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Doing an import of about 4,000 images right now and it's slow as ever. Out of 16 logic processors one of them is straight up pegged at 100% while all the others flutter around 20-50%. Doesn't make any sense.
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Simon Chen, Principal Computer Scientist

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Import performance is a known issue that we're working on. Historically, Lr likes to import one photo at a time. There are customers who wants to start the import and then walks away until the import finishes. For those customers, they want Lr to use all the compute resources that are available to the machine to maximize the throughput. While there are customers who want to go through and reviewing the photos while the import is running, so they still want the Lr to be very responsive without the import taking up all the available compute resource. There is a dilemma here and historically Lr tried to optimize the latter usage scenario.
(Edited)
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Scott Wild

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Responsive while importing??? What? LR performs horribly while importing, it's slow and lags. Why would anyone want to work on photos like this while importing? 
I would love to see the machines you're testing LR on. I can't believe a system as capable as mine runs LR so poorly. It's a testament to LR's poor coding.
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Denyer Ec

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Heh, yes this amused me as well. If I forget to start an import before I go to bed, I lose half a working day waiting for it to complete :/
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seanhoyt-dot-art

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So detect mouse and keyboard inputs and shift the UX. If I'm here, dial it back. If the mouse isn't moving nor the keyboard clicking, jack up the import. This is how FCPx works. Video rendering pauses when I move my mouse over any UI elements. If I stop for 5+ seconds, the render pegs my CPU. 
(Edited)
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Arnold Bartel

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Simon, I did a performance test on exporting 1000 RAWs (Nikon D800 NEFs) to JPG on my machine

System architecture: x64
Logical processor count: 12
Processor speed: 3,2 GHz
Built-in memory: 16323,2 MB

without the recommended Config.lua file it took
   2h and 13 minutes.

with the Develop.AdjustMaximumThreadCount = 0.51 it took
  1h and 43 minutes

both time LR new started.

this would mean a performance improvement of nearly 25%
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Simon Chen, Principal Computer Scientist

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Thanks Arnold.This is consistent with the systems that we ran so far. 

How about the Lr response when you are doing interactive develop edits, like when moving a develop slider or during brushing? The expectation is that it would feel an improvement as well.

You can keep the config.lua in place for now since it clearly helps your case. We like to hear some real world feedbacks before making the new default permanant in a future Lr update.
(Edited)
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Arnold Bartel

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Simon,

you are right, this is a step to better performance.

But somehow I still don't get the right picture of this issue, so please correct me if I'm wrong:
If I understand you right, the current feature (Develop.AdjustMaximumThreadCount) limits my parallel threads to a lower number and somehow this leads to a better performance compared to the usage of all CPUs and threads.
Therefore in my understanding this Develop.AdjustMaximumThreadCount should only be a kind of debugging feature for bringing feedback from the field to the Adobe developers to be able to further identify the exact root causes.
The real aim should be a software structure which enables all users to make use of the full processor power of their systems for getting best performance. This includes that using 6 cores in parallel should perform (nearly) 1.5 times better than using 4 cores and not being forced to disable 2 cores to make use of a software architecture being able to use a max of 4 cores.
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Simon Chen, Principal Computer Scientist

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The new config setting does not prevent Lightroom from making use of all the CPU cores. Lightroom would still be using all the CPU cores. The config setting works more like a traffic stop onto a highway on-ramp during a rush hour. When the performance bandwidth of a system is limited (in this case, the bottleneck could be the CPU, RAM, system mother board, disk i/o etc), one could get more traffic through by avoiding a traffic jam at all cost. In this case, it limits the amount of traffic that let go onto the highway lanes at any given time and making sure the traffic that is already in the fast lanes will get to their destination efficiently and quickly.
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Diko

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OK. Lovely explanation. :-) Thanks. Now this rises the second logical question: Why 0.51? ;-) Have you simulated it to be the best? Isn't this ratio number optimization of the traffic processor model and even vendor dependent? ;-)
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Igor Socha

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After reading new comments above I had to try it. I can say I felt the improved performance immediately...

I ́m usually working with 32bit HDR Tiffs with the resolutions of 13000x6500px to 18000x9000px. Today i could feel the improved performance not only while importing them, but as you say Simon also with the "interactive develop edits, like when moving a develop slider or during brushing". I tried all of these. Sliders are so fast, that I was not sure if I ́m not dreaming... Working with gradual/radial filters and brushes is fast as hell, i tried to do some steps, which made it very slow (= applying several radial filter and did some brushing in them and repeated this on several other 32bit HRes panos) - didn ́t notice some remarkable drop in speed. Wow wow and wow. Thanks a lot!

I ́m glad that finally the problem is going to be solved. I was thinking to leave LR already for a long time, but Capture One and Afinity does not support 32bits yet = I had no other chance than to work with LR. During last year I tried to improve the performance of my PC by adding more memory, using M.2 SSD, also hardware SSD RAID, but nothing helped :( But today, the same amount of work which I usually did within 3-4 hours I was able to do just in one hour! Only because it is now muuuch faster and I don ́t need to wait for each step so looong. Many many thanx!

Here is my system :
(it is Xeon E5-1620-V3)

Lightroom version: CC 2015.10 [ 1111918 ]License: Creative Cloud
Operating system: Windows 10
Version: 10.0
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 3,5 GHz
Built-in memory: 32668,1 MB
Real memory available to Lightroom: 32668,1 MB
Real memory used by Lightroom: 3788,8 MB (11,5%)
Virtual memory used by Lightroom: 4282,7 MB
GDI objects count: 689
USER objects count: 2427
Process handles count: 1770
Memory cache size: 1053,9MB / 7911,0MB (13,3%)
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 2830MB / 16334MB (17%)
System DPI setting: 96 DPI (high DPI mode)
Desktop composition enabled: Yes
Displays: 1) 1920x1080, 2) 1280x1024, 3) 3840x2160
Input types: Multitouch: Yes, Integrated touch: Yes, Integrated pen: Yes, External touch: No, External pen: Yes, Keyboard: No

Graphics Processor Info: 
GeForce GTX 970/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 381.65
Renderer: GeForce GTX 970/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler


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

Installed Plugins: 
1) AdobeStock
2) Canon Tether Plugin
3) Facebook
4) Flickr
5) HDR Efex Pro 2
6) Leica Tether Plugin
7) LRT Export
8) Nikon Tether Plugin

Config.lua flags: 
Develop.AdjustMaximumThreadCount = 0.51

Adapter #1: Vendor : 10de
Device : 13c2
Subsystem : 31711462
Revision : a1
Video Memory : 4059
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: LR5x8
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 381.65
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 
(Edited)
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Simon Chen, Principal Computer Scientist

  • 1570 Posts
  • 512 Reply Likes
Thank you for the feedback.
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Igor Socha

  • 7 Posts
  • 6 Reply Likes
" i tried to do some steps, which made it very slow" sorry, I meant i repeated the steps as usually - BEFORE it was very slow. now it is OK, very fast...
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Assaf Frank

  • 148 Posts
  • 46 Reply Likes
Hi Simon, I have done some testing and I can see an improvement however the issue I can see is that after a lightroom restart things are fast, then after working for 3-5 minutes things get slow again. the best way to replicate it is to export 50 images after a lightroom restart then do it again just after they finish exporting and then again (without restarting), you will notice each time the export is slower and the CPU utilisation will be lower and lower. This is happening with  
Config.lua flags: 
Develop.AdjustMaximumThreadCount = 0.51

and without it, this is an old problem.

can other confirm there is performance desegregation after working for few minutes either for export or in development mode?

Lightroom version: CC 2015.10 [ 1111918 ]License: Creative Cloud
Operating system: Windows 10
Version: 10.0
Application architecture: x64
System architecture: x64
Logical processor count: 16
Processor speed: 3.0 GHz
Built-in memory: 65446.8 MB
Real memory available to Lightroom: 65446.8 MB
Real memory used by Lightroom: 4886.3 MB (7.4%)
Virtual memory used by Lightroom: 5299.9 MB
GDI objects count: 691
USER objects count: 2464
Process handles count: 1588
Memory cache size: 178.5MB / 16105.7MB (1.1%)
Maximum thread count used by Camera Raw: 9
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 3814MB / 32723MB (11%)
System DPI setting: 144 DPI (high DPI mode)
Desktop composition enabled: Yes
Displays: 1) 3840x2160
Input types: Multitouch: No, Integrated touch: No, Integrated pen: Yes, External touch: No, External pen: Yes, Keyboard: No

Graphics Processor Info: 
GeForce GTX 980 Ti/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 381.65
Renderer: GeForce GTX 980 Ti/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler


Application folder: C:\Program Files\Adobe\Adobe Lightroom
Library Path: L:\LR Catalog\LR 6 Catalog Full\LR 6 Catalog Full.lrcat
Settings Folder: C:\Users\User\AppData\Roaming\Adobe\Lightroom

Installed Plugins: 
1) ColorChecker Passport
2) Export to Photomatix Pro
3) jb Search Replace Transfer
4) jf Metadata Wrangler
5) jf Snapshot on Export
6) LR/Transporter
7) Stockboxphoto

Config.lua flags: 
Develop.AdjustMaximumThreadCount = 0.51

Adapter #1: Vendor : 10de
Device : 17c8
Subsystem : 32331462
Revision : a1
Video Memory : 6103
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: LR5x8
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 980 Ti/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.5.0 NVIDIA 381.65
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 
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Simon Chen, Principal Computer Scientist

  • 1570 Posts
  • 512 Reply Likes
Slow down over time might be a separate issue. Do you normally apply local adjustment brush when the slow down starts?
Photo of Dietmar Mitterer Zublasing

Dietmar Mitterer Zublasing

  • 29 Posts
  • 11 Reply Likes
This is my original post:

I noticed that LR clone and brush tool on my XEON E5-1650 0 3.20GHz (Attention: E5-1650 0 and not E5-1650 v4) can not stress my CPU and after x minutes of working LR slow down, until I have to restart it.

This problem is still there. I don't export images, do reproduce the problem. I only work in the develop modul on 3-5 images with local adjustments tools... After x time, I must close lightroom, I must wait until the memory has been released (about 15 seconds), then I can restart Lightroom and then the speed is back on the same images! After x times the game starts from begin :-(

I've noticed that if I resize the window size then I can work longer.
Photo of Assaf Frank

Assaf Frank

  • 148 Posts
  • 46 Reply Likes
I get slowdown from anything I do on the development module. The best way to replicate it is to do the re export test. Its has the same results in terms of slowdown and it happens 100% of the time.

Simon can you try it out? I'm convinced that it is linked to the slowdown that people are experiencing and that they are not aware that restart fix the issue temporarily.
(Edited)
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Diko

  • 78 Posts
  • 11 Reply Likes
Yes.... This is my biggest issue mr. Chen! What is the issue with the local adjustments? Both healing spot and the brush?
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John

  • 2 Posts
  • 1 Reply Like
My system is xeon 8 core, with 65GB memory and m.2 SSD
Systems like this should not be struggling with Lightroom.

Updated and tried an import of 1300 images 1-1 rendering.
waited until at least the first 20 had done, Tried a few adjustments and spot removals and everything just crawled.. 

closed lightroom and deleted the catalogue, relaunched and Tried the config and restarted again.
Imported the same images as above.
Did not notice any improvement on the import.
waited until at least the first 20 had done, and tried a few adjustments and spot removals, Their was an improvement but not enough to make it usable. still very juddery moving the sliders and waiting several seconds for the adjustment to appear. 
Copy and pasting settings also takes an age.

My CPU cores are maxed.


I now use an alternative editing system which just fly's so if they can do it then you can..
No maxing of CPU and everything smoothy silk.

Lightroom version: CC 2015.10 [ 1111918 ]License: Creative Cloud
Operating system: Windows 10
Version: 10.0
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 2.9 GHz
Built-in memory: 65460.0 MB
Real memory available to Lightroom: 65460.0 MB
Real memory used by Lightroom: 5919.1 MB (9.0%)
Virtual memory used by Lightroom: 6521.4 MB
GDI objects count: 821
USER objects count: 2668
Process handles count: 2733
Memory cache size: 15191.8MB / 16109.0MB (94.3%)
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 4989MB / 32730MB (15%)
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Displays: 1) 2560x1080, 2) 2560x1080
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No

Graphics Processor Info: 
Quadro M2000M/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 368.39
Renderer: Quadro M2000M/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler


Application folder: C:\Program Files\Adobe\Adobe Lightroom
Library Path: D:\lightroom test catalogue\test\test.lrcat
Settings Folder: C:\Users\Admin\AppData\Roaming\Adobe\Lightroom

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

Config.lua flags: 
Develop.AdjustMaximumThreadCount = 0.51

Adapter #1: Vendor : 10de
Device : 13b0
Subsystem : 16d91028
Revision : a2
Video Memory : 4034
Adapter #2: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
Adapter #3: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
Adapter #4: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: LG ULTRAWIDE-0 (NVIDIA High Definition Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: LR5x8
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: 4096
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS: 4
GL_MAX_VIEWPORT_DIMS: 16384,16384
GL_RED_BITS: 8
GL_RENDERER: Quadro M2000M/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.5.0 NVIDIA 368.39
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_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_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_deep_texture3D GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_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_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 Rob van den Wijngaart

Rob van den Wijngaart

  • 12 Posts
  • 3 Reply Likes
Just a thought; Seems that we have a powerfull machines with multi core processors and a lot of memory. Mine is some what older, but when I configured the machine again I put an SSD drive. I thinkt most of us have an SSD drive. Is it possible that Lightroom has a problem with SSD drives? In my case the C drive is the SSD, the photo's are on other drives (D and E) both 1TB HHD drives. I'm not an IT guy, but if this is what we all have incommon and the slowingdown of Lightroom, could it be? With my old PC With all normal drives I didn't have this problem and it was also with a multi core processor.
Photo of Robert Frost

Robert Frost

  • 426 Posts
  • 72 Reply Likes

I have three ssds in my i7-5930K machine and no slowdown in LR, except in rendering previews and exporting over long periods of time.

Keep experimenting, turn everything off you can think of including plugins, navigator, histogram, savetoxmp, etc, etc. Make new prefs file, make new previews, update Win10, disable any strange software, try a clean version of Windows10 without any other software.

Since we don't all have this problem, there must be some incompatibility between LR and your computer, try LR in Win8/7 compatibility mode, look for windows errors, try using MS Resource monitor or Process monitor to see what is happening when it slows down.


Bob Frost

(Edited)
Photo of Mike S

Mike S

  • 38 Posts
  • 13 Reply Likes
Bob,
Would you mind posting what your system is / where you got it?  I've been holding off on buying anything new until I was confident that I'd get something that actually eliminated these "Lightroom gets less and less responsive and eventually must be shut down" problems.  There are too many reports on the feedback site of people who've bought new machines, or built them, expecting to see great performance improvements only to be disappointed.
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Mike S

  • 38 Posts
  • 13 Reply Likes
Simon,

I tried the config.lua patch described above.  On my testing (described below), its a definite improvement over running Lightroom without the patch, but not as good as simply setting Lightroom affinity as described by John Ellis (start /affinity F cmd.exe /c "c:\Program Files\Adobe\Adobe Lightroom\lightroom.exe").

However, I got outstanding performance (the best in my testing), by combining the config.lua patch and also setting the affinity for Lightroom to 4 cores (out of my 8).  Results are all below.

I created a test catalog with 40 raw images.  Starting in the Develop module, I simply apply a preset to the image (highlights 0, shadows 100, clarity 20, camera 'natural'), reset the image, then move to the next one.  I do this for 20 images, measuring how long it takes to process the first 5, then the 2nd 5, etc.  Given all the discussion about Lightroom slow downs, this seemed like the simplest way to get repeatable, comparable data on different versions and CPU affinities.

I'm running on an Alienware laptop, with 4 dual-core CPUs (Intel i7-4800MQ @ 2.7GHz)

As a baseline, this is what 2015.10 does without the config.lua patch, running combinations of different processors.  I tested two configurations of 4 processors (mask F (processors 0-3) and mask 55 (processors 0, 2, 4, 6) to see if that made a difference).

Times are seconds to process the first 5 images, 2nd 5, 3rd 5, and 4th 5
no mask = all 8 processors:     26      38      56      80 
Mask 3F =      6 processors:    18       24      35      49
Mask   F =      4 processors:    16       17      23      28 <-- best early performance, but degrades
Mask 55 =      4 processors:    16       16      21      27 <-- best early performance, but degrades
Mask   3 =      2 processors:     24      29      28      29
Mask   1 =      1 processors:     23      25      24      26 <-- no degradation

Now here's what you get with the config.lua patch added in:

no mask  = all 8 processors:    17       20     27      38 <-- Better than before, but not great
Mask   F =      4 processors:    14      15      18      20  
Mask 55 =      4 processors:    15       16     18      15  !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

I can't say that the difference between Mask 55 and Mask F are real, or just my variation at moving the mouse.  But there's no question that masking from 8 processors to 4, AND adding your patch, produced the fastest performance I've seen.

Elsewhere in the thread, you also asked if anyone knew when this problem started.  It was the upgrade to 2015.5.  I ran 2015.4 until the last week, and never saw any degradation in performance.  I also tested it in the same way as above, and got these results:

no mask = all 8 processors:     22      24      22      21 <-- no degradation

I never upgraded past 2015.4 because, when running all 8 processors, results looked like this (for 2015.5):

no mask = all 8 processors:     26      46      80      117 

Hopefully, these trials can give you some added info to get this fixed permanently.  It would be nice to run Lightroom without having to start with a cmd prompt and a hexadecimal conversion table. 

My system info, from the Config.lua trial, without any affinity mask

Lightroom version: CC 2015.10 [ 1111918 ]
License: Creative Cloud
Operating system: Windows 7 
Version: 6.1
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 2.6 GHz
Built-in memory: 16311.1 MB
Real memory available to Lightroom: 16311.1 MB
Real memory used by Lightroom: 1084.5 MB (6.6%)
Virtual memory used by Lightroom: 1245.0 MB
GDI objects count: 667
USER objects count: 2159
Process handles count: 980
Memory cache size: 809.8MB / 3821.7MB (21.2%)
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 663MB / 8155MB (8%)
System DPI setting: 120 DPI
Desktop composition enabled: Yes
Displays: 1) 1920x1200, 2) 1920x1080
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No

Graphics Processor Info: 
GeForce GTX 780M/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 372.90
Renderer: GeForce GTX 780M/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler


Application folder: C:\Program Files\Adobe\Adobe Lightroom
Library Path: C:\Lightroom Catalogs\Test Cat\Test Cat.lrcat
Settings Folder: C:\Users\Mike\AppData\Roaming\Adobe\Lightroom

Installed Plugins: 
1) AdobeStock
2) ColorChecker Passport
3) HDR Efex Pro 2
4) Helicon Focus Export
5) Merge to 32-bit
6) ON1 Effects Standalone 10

Config.lua flags: 
Develop.AdjustMaximumThreadCount = 0.51

Adapter #1: Vendor : 10de
Device : 119f
Subsystem : 5ae1028
Revision : a1
Video Memory : 4026
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Speakers (Realtek High Definition Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: LR5x8
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 780M/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_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_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_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_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_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
(Edited)
Photo of Assaf Frank

Assaf Frank

  • 148 Posts
  • 46 Reply Likes
that's great. Do you find that after working in the development module for few minutes the performance becomes slower and you have to restart to get it back up to speed?
Photo of Rob van den Wijngaart

Rob van den Wijngaart

  • 12 Posts
  • 3 Reply Likes
After importing 600+ photos and then the development module gets slower. But still not the "not responding". I restarted and it gets faster again, but not as fast as when I just put the Config.lua file. Next day, everything okay again, but becomes slow again but workeble. On a scale from a 100%, I was at 100% with the config.lua just in place, now I at 80/85%. So it's not completly fixed
Photo of Mihael Tominšek

Mihael Tominšek

  • 37 Posts
  • 31 Reply Likes
Haha, that's normal for Lr... U do this, it's faster for a day, than same again. You do that, it's faster for a day, than same again. You "this" again and "that" again... switch GPU on, Switch GPU off,  make smart previews, make 1:1 previews... sneeze, dance a rain-calling dance... everything helps for that moment, but next day (or just hour), it is just same again. 

We are making biggest donkeys out of ourselves chasing our tail with debugging this, since it is unsolvable, until developers will not make proper (huge) changes from their side. 
Photo of Orjan Ellingvag

Orjan Ellingvag

  • 7 Posts
  • 2 Reply Likes
I second that. I had better performance for a couple of days, then trouble again. There is a difference: Before throttling the CPU threads, the Lightroom made my whole computer sluggish, i.e. typical memory leak. Now, with the config.lua or a similar effect done with a bat-file (start /affinity F cmd.exe /c "c:\Program Files\Adobe\Adobe Lightroom\lightroom.exe" ), the computer remains stable, but Lightroom crashes frequently, especially when switching between library and develop module. Not yet able to point to what exactly makes it crash. I've noticed earlier that the metadata dialog (which reads from the sql-lite) tends to slow everything dowm when batch editing +100 images. My catalog has some 200.000 images, majority are dng-files. For what it's worth, the throttling of the cpu definitely seems to have isolated the problem to be with the Lightroom.
Photo of Scott Wild

Scott Wild

  • 20 Posts
  • 28 Reply Likes
Agreed Mihael, this is a joke. 
Photo of Mike S

Mike S

  • 38 Posts
  • 13 Reply Likes
Simon -- Can you provide any updates on the status of this thread?  I notice that its not "acknowledged", or "in progress".  Has this problem of performance decay been reproduced by Adobe, or is there still a question as to whether its a Lightroom issue?
Photo of Mike S

Mike S

  • 38 Posts
  • 13 Reply Likes
10.1 was just released.  Can anyone on the Adobe side tell us if it addresses anything on this thread?  Should be still be using the config.lua patch with the new update?
Photo of David Kkozi Lejček

David Kkozi Lejček

  • 5 Posts
  • 4 Reply Likes
I have the same question :-)
Photo of Simon Chen

Simon Chen, Principal Computer Scientist

  • 1570 Posts
  • 512 Reply Likes
Lr 6.10.1 is a minor release for additional camera and lens support and some critical bug fixes introduced in the last release. The team is still investigating the issue and the config.lua workaround would continue to work in Lr 6.10.1. Depending on the customer feedbacks and internal validation, we might make the config.lua workaround a permanent fix in the coming release.

How does people feel about the current config.lua workaround so far? Thumbs up, thumbs down, makes no difference? It may not solve all the performance problems that people reported in this thread. There are other leads that the team is following up.
(Edited)
Photo of Assaf Frank

Assaf Frank

  • 148 Posts
  • 46 Reply Likes
Hi Simon,
for me the main issue is the degradation in performance after working on images, this affects the in develop module, creating panoramas, doing spot removal and file export. So I have to restart every 5 minutes and to be honest many times I just carry on working slow. This is painful on 80MP phase one raw files. however after restart things are much faster for few minutes which shows you can have it fast already.

when lightroom  become slower (after 5 minutes or so) the CPU usage do not reach as high as it would after restart. It as if it has a cap of how fast the software allows it to use the CPU resources.

if there is a switch we can try which will force the allocation 100% priority to the current task (e.g. working in development module or doing export) let me know and I will test it.

it is very frustrating as I have reported the performance degradation in lightroom 8 mouth ago
https://feedback.photoshop.com/photoshop_family/topics/lightroom-image-export-is-much-faster-after-r...

on the positive side, at least you are talking to us now.

Lightroom version: CC 2015.10.1 [ 1117303 ]
License: Creative Cloud
Operating system: Windows 10
Version: 10.0
Application architecture: x64
System architecture: x64
Logical processor count: 16
Processor speed: 3.0 GHz
Built-in memory: 65446.8 MB
Real memory available to Lightroom: 65446.8 MB
Real memory used by Lightroom: 1162.4 MB (1.7%)
Virtual memory used by Lightroom: 1438.3 MB
GDI objects count: 638
USER objects count: 2395
Process handles count: 1370
Memory cache size: 73.3MB / 16105.7MB (0.5%)
Maximum thread count used by Camera Raw: 8
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 226MB / 32723MB (0%)
System DPI setting: 144 DPI (high DPI mode)
Desktop composition enabled: Yes
Displays: 1) 3840x2160
Input types: Multitouch: No, Integrated touch: No, Integrated pen: Yes, External touch: No, External pen: Yes, Keyboard: No

Graphics Processor Info: 
GeForce GTX 980 Ti/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 382.05
Renderer: GeForce GTX 980 Ti/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler


Application folder: C:\Program Files\Adobe\Adobe Lightroom
Library Path: L:\LR Catalog\LR 6 Catalog Full\LR 6 Catalog Full.lrcat
Settings Folder: C:\Users\User\AppData\Roaming\Adobe\Lightroom

Installed Plugins: 
1) ColorChecker Passport
2) Export to Photomatix Pro
3) jb Search Replace Transfer
4) jf Metadata Wrangler
5) jf Snapshot on Export
6) LR/Transporter
7) Stockboxphoto

Config.lua flags: 
Develop.AdjustMaximumThreadCount = 0.5

Adapter #1: Vendor : 10de
Device : 17c8
Subsystem : 32331462
Revision : a1
Video Memory : 6103
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: 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: 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 980 Ti/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.5.0 NVIDIA 382.05
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 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seanhoyt-dot-art

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So why aren't you using Smart Preview edit mode with 80MP phase one files? The whole point is to give you a proxy file to edit. Similarly, you can batch convert your 80MP files into 20MP proxy DNG and swap them out after you edit. 
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Mihael Tominšek

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OK FOLKS: 
I made extensive testing, to answer my curiosity why some guys have no problem and some have and why my 5 year old laptop performs better than 6-core monster workstation. Here are my conclusion: 

Adobe sucks... ok, joke aside. 

Lr normal uses up to 35% of my CPU and cpu cooler does not even wake. For regular slider tweaking it is semi-smooth. For using more intensive slider like barrel and  NR, it starts to "build up" and I nned to leave it to settle. My other processor always pump 100% out of CPU, so it does never "build up" in  the queu line of commands. Lightroom does need to "digest" if I slide to much and go back and forth with images too quickly. So for culing Lr sucks as it is. 

Using perspective correction sliders it stals. CPU is 15% max and just one CPU is peaking at 80-90% while load balancing does jump that single proces to various cores. CPU cooler goes like mad since ONE core doing something. Of course overal CPU temperature is not even warm, but that proofs just one core is doing something. The tool is useless! Almost the same is with local brushes. CPU is going from 10-20% and only evry second thread is used (6 out of my 12). CPU coller spins fast, brushes are jittering and are not easy to work with. 

BUT Lr pulls 100% CPU while importing images, rendering 1:1 previews and EXPORTING. It really blows through 100's of images on my monster machine. :))

NOW famous "config.lua" :))))

Editing is now smooth like butter. YOu can not overload CPU/buffer no matter how quickly and long term you slide like madman everything from A-Z. Even perspective and NR... Now we are talking editing! CPU jumps up to 85%... CPU cooler spins slightly more than nothing. Lr seem to work normal now. But...

There is no real difference in local brush performance. The perspective correction is much improved now and is usable again. 

But not so fast. The "config.lua" have it's price! Sicne we are effectively disconnect half of virtual cores that reflects on importing, rendering and exporting performance, which now tops at 60%. 

And the nVidia GPU problem is there. If enabled, the brush effect/overlay is not visible until you stop brushing. If disabled, the brush effect/overlay can be seen, but movement is not smoot either. It can just jump somewhere... or stick to the mouse when button is already released... 

I will not use the hack, sicne it is not solution, and I mostly use Lr just for DAM. There is other processor that have no probles at all. They just significantly raise the subscription recently which speaks for itself. 

And the answer Why low end systems does not suffer:

The problem as it seems effects only i7 processors. More cores greater the problem. While i3 processors have HyperThreading, it is unlikely that many does use it, and if they, they do not expect super performance out of it, or are probably some begginers that does not hit the roof of Lr capabilities so easily. But most users does have some sort of i5 processors which do not have HyperThreading and so their system does not have such a problem when Lr want to squeeze more threads than it should at the same time, which obviously clogs the pipeline of high end machines with great number of cores and HT. 
(Edited)