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Participant
August 14, 2026

P: Assisted Culling popup locks application

  • August 14, 2026
  • 35 replies
  • 116 views

When I try to import picture files, I get a popup for assisted culling that locks the application. I need to go to task manager to shut down the application.  

 

I turned off assisted culling under catalog settings, but this does not correct the issue.

 

Is anybody else experiencing this issue.

 

I cannot import new files!

 

 

    Pinned Reply By Sameer K

    Hey, all! Thank you for bringing this to our attention, and including the details. We’ve noticed the pattern. To priortise, and investigate further, we need you to submit crash reports using the email you used to log in to the Community. If you encounter a crash dialog, please follow the steps outlined here: https://helpx.adobe.com/photoshop/kb/submit-crash-reports.html 
     

    Also, leave a comment, or just like this note to confirm if this behavior only started after updating Lightroom Classic to v15.5. 


    (Mentions for direct notifications: ​@Srwoolc, ​@Eager_ease5E0A, ​@ronny_9487, ​@howardc41561686, ​@RosiPro, ​@KAbadie, ​@simonelago, ​@yairg79344582, ​@creative_coconut8018

     

    Best, 
    Sameer K

    35 replies

    Participant
    August 16, 2026

    Reposting the report below in plain text - the original paste lost its table
    formatting and picked up my draft heading. Please read this version instead.
    Moderators: this was posted under Questions by mistake, could it be moved to
    Bug Reports? Logs are attached to this reply.

    ------------------------------------------------------------------------------
    SUMMARY
    =======
    Lightroom Classic crashes with STATUS_HEAP_CORRUPTION (0xc0000374) in ntdll.dll on
    Windows 11. Twelve occurrences since 4 July 2026. The crash is strongly correlated with
    Assisted Culling analysis.

    This machine ran 15.2.1, 15.3, 15.3.1 and 15.4 across 96 days with zero heap-corruption
    crashes. The first occurrence appeared 11 days after 15.4.1 was installed, and the crash
    rate increased roughly 11x after upgrading to 15.5.


    ENVIRONMENT
    ===========
    Lightroom Classic : 15.5.0.8 (crashes also on 15.4.1.1)
    Camera Raw        : 18.5
    OS                : Windows 11, build 26200
    CPU               : Intel Core i7-12700F (12C/20T, AVX2)
    RAM               : 32 GB
    GPU               : NVIDIA GeForce GTX 1650, 4 GB VRAM
    GPU driver        : 32.0.16.1088 (Studio 610.88, clean install)
    Catalog disk      : WD Blue SN570 NVMe SSD, 216 GB free
    Display           : single 2560x1440


    VERSION HISTORY AND CRASH CORRELATION
    =====================================
    Install dates taken from Adobe's own installer log:
    C:\Program Files (x86)\Common Files\Adobe\Installers\Install.log

      Installed     Version    Days in use    0xc0000374 crashes
      ----------    -------    -----------    ------------------
      2026-03-19    15.2.1          30                 0
      2026-04-18    15.3            53                 0
      2026-06-10    15.3.1          10                 0
      2026-06-20    15.4             3                 0
      2026-06-23    15.4.1          45                 4
      2026-08-07    15.5             8                 8

    15.5 was installed at 09:51 on 7 August. Three crashes followed the same day at
    14:25, 14:29 and 14:35.

    Windows Error Reporting on this machine retains records back to December 2025, so the
    crash-free period before 4 July is genuine and not an artefact of log rotation.


    CRASH SIGNATURE
    ===============
    Exception code   : c0000374 (STATUS_HEAP_CORRUPTION)
    Faulting module  : ntdll.dll, offset 0x112165 (identical in all 12)
    Affected builds  : 15.4.1.1 and 15.5.0.8
    WER buckets      : StackHash_3394 (x4), StackHash_dfbf (x3),
                       StackHash_496a (x2), plus 0000 / f104 / c040 (x1 each)

    Lightroom.exe is the only process on this machine that has ever raised 0xc0000374,
    verified across all Windows Error Reporting records.


    REPRODUCTION - MOST RECENT OCCURRENCE
    =====================================
    From lrc_console.log, captured before relaunch (15 August 2026):

      12:35:57.848   Module Switched: develop -> library
      12:35:58.464   isConstrainedEnvForCulling: false
      12:35:58.593   AICulling:start
      12:36:28       CRASH - no matching AICulling:complete

    Assisted Culling was invoked MANUALLY via Identity Plate > Auto Analysis.
    AICulling_enableAutoCullingAnalysis was false in that session, so automatic analysis
    was not involved. Disabling automatic analysis is therefore not a workaround.

    In the 30 seconds before the crash, the Camera Raw log records 142 ML inferences across
    8 models:

      adobeone-mobileclip, mobileclip-based-classifier, subject-lite-culling,
      undesirable-blur, face-detector, eyes-open-close, bfs-frame-score, bfs-face-score

    A second crash on 14 August followed the same pattern: AICulling:start at 19:44:43,
    crash at 19:44:48, again with no AICulling:complete.

    It is not deterministic. On 14 August, five culling cycles completed normally in the
    minute before the sixth crashed.


    NOT MEMORY EXHAUSTION
    =====================
    Heap telemetry at the moment of the crash:

      Private commit  : 6.956 GB
      Heap regions    : 10,025
      Camera Raw CPU  : 1.515 GB

    32 GB installed, 16 GB free. This is corruption, not exhaustion.


    ALREADY RULED OUT
    =================
    GPU driver            Clean install of Studio 610.88; stale 591.86 package removed
                          from the driver store. Crash persists.
    GPU acceleration      GPUManagerPref = "off", all useGPU* flags false. Crash persists.
    Auto culling analysis Disabled. Crash persists under manual invocation.
    Disk space            216 GB free on NVMe. Crash rate actually INCREASED after 242 GB
                          was freed on 8 August.
    System RAM pressure   See heap telemetry above.
    Camera Raw 18.5       Shipped 5 August; crashes began 4 July.


    ADDITIONAL FINDING: GPU PREFERENCE DOES NOT DISABLE WML GPU USAGE
    =================================================================
    With GPUManagerPref = "off", the Camera Raw log still shows:

      Initialize GPU system
      Loaded GPU system: DirectX
      GPU4 Soft Status Result: fail_insufficient_memory
      Supports FP16 for DX on WML: YES
      WML: Try use GPU? yes
      259 compute pipeline states built
      Current memory usage (GPU): 0.698GB  Budget: 2.613GB (pool) 1.699GB (cache)

    nvwgf2umx.dll, nvgpucomp64.dll, nvldumdx.dll and nvppex.dll remain loaded in the process.

    So the Windows ML inference path continues to schedule work on the GPU even when the
    user has disabled graphics acceleration. There appears to be no supported way to move
    Assisted Culling inference onto the CPU.

    This exact behaviour was independently reported by JINGORO8816 on 30 July 2026, who
    observed 262 "Building compute pipeline state" lines and the same
    fail_insufficient_memory result with all GPU preferences set to off.

    VRAM capacity does not appear to be the determining factor: AD-Tran reports the same
    Assisted Culling crash on an RTX 4060 Laptop GPU with 8 GB of VRAM.


    RELATED EXISTING REPORTS
    ========================
    AD-Tran, 10 Aug 2026 - Win 11, RTX 4060 Laptop 8 GB, 32 GB RAM
      Same symptom: 15.5 crash during Assisted Culling / Auto Analysis.
      https://community.adobe.com/questions-675/lightroom-classic-15-5-crashes-during-assisted-culling-auto-analysis-on-windows-11-rtx-4060-laptop-gpu-32-gb-ram-please-investigate-1636144

    JINGORO8816, 30 Jul 2026 - Win 10, RTX 3050 Ti
      Same exception (0xc0000374 in ntdll) and the same GPU-not-disabled finding.
      Trigger is a 143 MP import rather than culling.
      https://community.adobe.com/questions-675/lrc-15-4-1-15-1-14-5-2-100-reproducible-crash-ntdll-heap-corruption-importing-100mp-images-disabling-gpu-has-no-effect-1634663

    kgdizainslv, Jul 2026 - macOS
      15.4/15.4.1 AI Assist Culling memory leaks and freezes. Marked Released.
      https://community.adobe.com/bug-reports-674/p-lightroom-classic-v15-4-15-4-1-causes-ai-assist-culling-memory-leaks-mac-freezes-and-denoise-failures-1630421

    naemick, Jul 2026
      15.4.1 persistent crashes and AI Culling memory issues.
      https://community.adobe.com/questions-675/lightroom-classic-v15-4-1-causes-persistent-crashes-launch-failures-and-ai-culling-memory-issues-1629986

    Caveat offered in good faith: JINGORO8816 reproduced his crash on 14.5.2.1 and 15.1.0.5
    as well, so the underlying heap defect may predate 15.4.1. On this machine, however, the
    15.4.1 boundary is sharp - 96 crash-free days across four prior versions.


    ATTACHMENTS
    ===========
    lrc_console-aug15-culling-crash.log   Captured before relaunch; culling timeline and
                                          main-thread stack
    lrc_console-aug14-crash2.log          14 August crash
    cameraraw-aug15-culling-crash.txt     ML inference timings and heap telemetry

    Crash dumps available on request.


    WHAT WOULD HELP
    ===============
    1. Confirmation of what changed in the Assisted Culling / WML path between 15.4 and 15.4.1.
    2. A supported way to force Assisted Culling inference onto the CPU.
    3. Whether the WML GPU path is expected to remain active when graphics acceleration
       is disabled in Preferences.

    ATTACHED TO THIS REPLY
    ======================
    lrc_console-aug15-culling-crash.txt   Captured BEFORE relaunching Lightroom, so it
                                          still contains the culling timeline and stack.
                                          Lightroom overwrites this file on every launch,
                                          which is why it is rarely available.
    cameraraw-aug15-culling-crash.txt     142 ML inference entries and heap telemetry at
                                          the moment of the crash.
    lrc_console-aug14-crash2.txt          The 14 August culling crash.

    Crash dumps available on request.

    johnrellis
    Legend
    August 15, 2026

    As a first step, update to the latest Nvidia Studio graphics driver:

    https://www.nvidia.com/en-us/drivers/details/274382/

     

    That may not be the cause of your issue, but having the latest graphics driver is always the first troubleshooting step for such things.

    Participant
    August 16, 2026

    Hi, yes I have checked that, sadly its not the issue. Thank you.

    Participant
    August 15, 2026

    I posted about this before, my post was deleted with no explanation. I was not abusive in any way shape or form, so I have no idea why...but I will have another go and see if someone can help.

     

    LRC will not cull. I start the cull, and within a minute it shuts the programme down. It does not matter if it is a big batch of 3000 images or a small batch of 100, it still crashes. I have done a preference reset, uninstall/reinstall, checked my graphics card is setup correctly for studio and latest software. Nothing has made a difference. My system info is below.

     

    I need to know what is wrong, i dont want to have to fork out for a new system and find the same issue.

     

    Lightroom Classic version: 15.5 [ 202607291506-b8869fa7 ]
    License: Creative Cloud
    Language setting: en
    Operating system: Windows 11 - Home Premium Edition
    Version: 11.0.26200
    Application architecture: x64
    System architecture: x64
    Logical processor count: 12
    Processor speed: 2.6GHz
    SqLite Version: 3.36.0
    Adobe GSDK Version: 1.4.0.213

    CPU Utilisation: 6.0%
    Power Source: Plugged In, 100%  (Charging)
    Built-in memory: 32506.7 MB
    Dedicated GPU memory used by Lightroom: 133.6MB / 3962.0MB (3%)
    Real memory available to Lightroom: 32506.7 MB
    Real memory used by Lightroom: 1296.6 MB (3.9%)
    Virtual memory used by Lightroom: 1309.4 MB
    GDI objects count: 689
    USER objects count: 2447
    Process handles count: 2903
    Memory cache size: 487.9MB
    Internal Camera Raw version: 18.5 [ 2673 ]
    Maximum thread count used by Camera Raw: 5
    Camera Raw SIMD optimization: SSE2,AVX,AVX2
    Camera Raw virtual memory: 87MB / 16253MB (0%)
    Camera Raw real memory: 88MB / 32506MB (0%)

    Cache1: 
    NT- RAM:0.0MB, VRAM:0.0MB, Combined:0.0MB

    Cache2: 
    m:487.9MB, n:0.0MB

    U-main: 85.0MB

    System DPI setting: 120 DPI
    Desktop composition enabled: Yes
    Standard Preview Size: 1938 pixels
    Displays: 1) 1920x1080, 2) 1920x1080
    Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No

    Graphics Processor Info: 
    DirectX: NVIDIA GeForce RTX 3050 Laptop GPU (32.0.16.1047)
    Init State: GPU for Image Processing supported by default
    User Preference: GPU for Image Processing Enabled
    Enable HDR in Library: ON
    GPU for Preview Generation: Auto (S3_3)

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

    Installed Plugins: 
    1) AdobeStock
    2) Flickr
    3) Logi Plugin

    Config.lua flags: 
    Adapter #1: Vendor : 10de
        Device : 25a2
        Subsystem : 13fc1043
        Revision : a1
        Video Memory : 3962
    Adapter #2: Vendor : 8086
        Device : 9a68
        Subsystem : 13fc1043
        Revision : 1
        Video Memory : 80
    Adapter #3: Vendor : 1414
        Device : 8c
        Subsystem : 0
        Revision : 0
        Video Memory : 0
    AudioDeviceIOBlockSize: 1024
    AudioDeviceName: System Default - HDMI (HD Audio Driver for Display Audio)
    AudioDeviceNumberOfChannels: 2
    AudioDeviceSampleRate: 48000
    Build: Uninitialized
    Direct2DEnabled: false
    GL_ACCUM_ALPHA_BITS: 16
    GL_ACCUM_BLUE_BITS: 16
    GL_ACCUM_GREEN_BITS: 16
    GL_ACCUM_RED_BITS: 16
    GL_ALPHA_BITS: 0
    GL_BLUE_BITS: 8
    GL_DEPTH_BITS: 24
    GL_GREEN_BITS: 8
    GL_MAX_3D_TEXTURE_SIZE: 16384
    GL_MAX_TEXTURE_SIZE: 32768
    GL_MAX_TEXTURE_UNITS: 4
    GL_MAX_VIEWPORT_DIMS: 32768,32768
    GL_RED_BITS: 8
    GL_RENDERER: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2
    GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
    GL_STENCIL_BITS: 8
    GL_VENDOR: NVIDIA Corporation
    GL_VERSION: 4.6.0 NVIDIA 610.47
    GPUDeviceEnabled: false
    OGLEnabled: true
    GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_EXT_shader_realtime_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_NV_memory_object_sparse GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_program_multiview GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_primitive_shading_rate GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_dirty_tile_map GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_uniform_buffer_std430_layout GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 

    Participating Frequently
    August 15, 2026

    Assisted Culling continuously crashes while analyzing a small number (218) of pictures.  

    Steps:

     

    Start Lr, select Assisted Culling from Library drop down menu. 

    Culling started even before options were chosen, so select Eyes Open, exposure Issues and let it run.  Then Crash. 

    Restart Lr, and it immediately restarts Assisted Culling using the folder from the FIRST START of Lr.  Not the folder I switched to before started culling. 

    Switch to proper folder and Assisted culling is running in proper folder again. 

    Progress bar creeps up and crash again.  restart Lr again, change folder again, and crash time after time. 

    After a number of crashes and restarts, assisted culling has finally completed the folder, and no crash.

    I’m used to being able to stop running processes by clicking on the x in progress bar, but no x available for assisted culling. 

     

    System Info (after all the crashes)

     

    Lightroom Classic version: 15.5 [ 202607291506-b8869fa7 ]
    License: Creative Cloud
    Language setting: en
    Operating system: Windows 11 - Home Premium Edition
    Version: 11.0.26200
    Application architecture: x64
    System architecture: x64
    Logical processor count: 16
    Processor speed: 3.2GHz
    SqLite Version: 3.36.0
    Adobe GSDK Version: 1.4.0.213

    CPU Utilisation: 1.0%
    Power Source: Plugged In
    Built-in memory: 31998.1 MB
    Dedicated GPU memory used by Lightroom: 770.6MB / 3962.0MB (19%)
    Real memory available to Lightroom: 31998.1 MB
    Real memory used by Lightroom: 4334.1 MB (13.5%)
    Virtual memory used by Lightroom: 4931.9 MB
    GDI objects count: 898
    USER objects count: 3124
    Process handles count: 5117
    Memory cache size: 848.6MB
    Internal Camera Raw version: 18.5 [ 2673 ]
    Maximum thread count used by Camera Raw: 5
    Camera Raw SIMD optimization: SSE2,AVX,AVX2
    Camera Raw virtual memory: 136MB / 15999MB (0%)
    Camera Raw real memory: 160MB / 31998MB (0%)

    Cache1: 
    NT- RAM:0.0MB, VRAM:0.0MB, Combined:0.0MB

    Cache2: 
    m:848.6MB, n:0.0MB

    U-main: 125.0MB

    System DPI setting: 96 DPI
    Desktop composition enabled: Yes
    Standard Preview Size: 1440 pixels
    Displays: 1) 3840x2400, 2) 2560x1440, 3) 3840x2160
    Input types: Multitouch: No, Integrated touch: No, Integrated pen: Yes, External touch: No, External pen: No, Keyboard: No

    Graphics Processor Info: 
    DirectX: NVIDIA GeForce RTX 3050 Ti Laptop GPU (32.0.16.1088)
    Init State: GPU for Image Processing supported by default
    User Preference: Auto
    Enable HDR in Library: ON
    GPU for Preview Generation: Auto (S3_3)

    Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
    Library Path: C:\Users\srwoo\OneDrive\Lightroom Catalogs\Pictures Master Catalog\Pictures Master Catalog.lrcat
    Settings Folder: C:\Users\srwoo\AppData\Roaming\Adobe\Lightroom

    Installed Plugins: 
    1) AdobeStock
    2) ASUSDCP
    3) Flickr
    4) Nik 9 HDR Efex
    5) Plugin Parameters
    6) Topaz Photo (Studio)
    7) Topaz Photo AI

    Config.lua flags: 
    Adapter #1: Vendor : 10de
        Device : 25a0
        Subsystem : 151d1043
        Revision : a1
        Video Memory : 3962
    Adapter #2: Vendor : 1002
        Device : 1681
        Subsystem : 151d1043
        Revision : 1
        Video Memory : 1e5
    Adapter #3: Vendor : 1414
        Device : 8c
        Subsystem : 0
        Revision : 0
        Video Memory : 0
    AudioDeviceIOBlockSize: 1024
    AudioDeviceName: System Default - Speakers (Realtek(R) Audio)
    AudioDeviceNumberOfChannels: 2
    AudioDeviceSampleRate: 48000
    Build: LR5x31
    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: NVIDIA GeForce RTX 3050 Ti Laptop GPU/PCIe/SSE2
    GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
    GL_STENCIL_BITS: 8
    GL_VENDOR: NVIDIA Corporation
    GL_VERSION: 4.6.0 NVIDIA 610.88
    GPUDeviceEnabled: false
    OGLEnabled: true
    GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_EXT_shader_realtime_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_NV_memory_object_sparse GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_program_multiview GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_primitive_shading_rate GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_dirty_tile_map GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_uniform_buffer_std430_layout GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 

     

    ​​​​

    Participant
    August 15, 2026

    # Bug Report Draft — Lightroom Classic heap corruption

    **Title:**
    [Windows] STATUS_HEAP_CORRUPTION (0xc0000374) in ntdll.dll during Assisted Culling — regression introduced in 15.4.1

    ---

    ## Summary

    Lightroom Classic crashes with `STATUS_HEAP_CORRUPTION` (0xc0000374) in `ntdll.dll`
    on Windows 11. 12 occurrences since 4 July 2026. The crash is strongly correlated
    with Assisted Culling analysis.

    This is a **regression**. The same machine ran versions 15.2.1, 15.3, 15.3.1 and 15.4
    across 96 days with zero heap-corruption crashes. The first occurrence appeared 11 days
    after 15.4.1 was installed, and the crash rate increased roughly 11x after upgrading
    to 15.5.

    ## Environment

    | | |
    |---|---|
    | OS | Windows 11, build 26200 |
    | CPU | Intel Core i7-12700F (12 cores / 20 threads, AVX2) |
    | RAM | 32 GB |
    | GPU | NVIDIA GeForce GTX 1650, 4 GB VRAM |
    | GPU driver | 32.0.16.1088 (Studio 610.88, clean install) |
    | Catalog/system disk | WD Blue SN570 NVMe SSD, 216 GB free |
    | Camera Raw | 18.5 |
    | Display | single 2560x1440 |

    ## Version history and crash correlation

    Install dates taken from Adobe's own installer log
    (`C:\Program Files (x86)\Common Files\Adobe\Installers\Install.log`).

    | Installed | Version | Days in use | 0xc0000374 crashes |
    |---|---|---:|---:|
    | 2026-03-19 | 15.2.1 | 30 | 0 |
    | 2026-04-18 | 15.3 | 53 | 0 |
    | 2026-06-10 | 15.3.1 | 10 | 0 |
    | 2026-06-20 | 15.4 | 3 | 0 |
    | 2026-06-23 | **15.4.1** | 45 | **4** |
    | 2026-08-07 | **15.5** | 8 | **8** |

    15.5 was installed at 09:51 on 7 August. Three crashes followed the same day at
    14:25, 14:29 and 14:35.

    Windows Error Reporting on this machine retains records back to December 2025, so the
    crash-free period before 4 July is genuine and not an artefact of log rotation.

    ## Crash signature

    - Exception code: `c0000374` (STATUS_HEAP_CORRUPTION)
    - Faulting module: `ntdll.dll`, offset `0x112165` (identical in all 12)
    - Affected builds: 15.4.1.1 and 15.5.0.8
    - WER buckets: StackHash_3394 (x4), StackHash_dfbf (x3), StackHash_496a (x2),
      plus 0000 / f104 / c040 (x1 each)

    Lightroom.exe is the only process on this machine that has ever raised 0xc0000374
    (verified across all WER records).

    ## Reproduction — most recent occurrence

    From `lrc_console.log`, captured before relaunch (15 August 2026):

    ```
    12:35:57.848  Module Switched: develop -> library
    12:35:58.464  isConstrainedEnvForCulling: false
    12:35:58.593  AICulling:start
    12:36:28      CRASH — no matching AICulling:complete
    ```

    Assisted Culling was invoked **manually** via Identity Plate > Auto Analysis.
    `AICulling_enableAutoCullingAnalysis` was `false` in that session, so automatic
    analysis was not involved.

    In the 30 seconds before the crash, the Camera Raw log records 142 ML inferences
    across 8 models:

    ```
    adobeone-mobileclip, mobileclip-based-classifier, subject-lite-culling,
    undesirable-blur, face-detector, eyes-open-close, bfs-frame-score, bfs-face-score
    ```

    A second crash on 14 August followed the same pattern: `AICulling:start` at 19:44:43,
    crash at 19:44:48. Also no `complete`.

    Note: it is not deterministic. On 14 August, five culling cycles completed normally in
    the minute before the sixth crashed.

    ## Not memory exhaustion

    Heap telemetry at the moment of the crash:

    ```
    Private commit : 6.956 GB
    Heap regions   : 10,025
    Camera Raw CPU : 1.515 GB
    ```

    32 GB installed, 16 GB free. This is corruption, not exhaustion.

    ## Already ruled out

    - **GPU driver** — clean install of Studio 610.88; stale 591.86 package removed from
      the driver store. Crash persists.
    - **GPU acceleration** — `GPUManagerPref = "off"`, all `useGPU*` flags false. Crash persists.
    - **Automatic culling analysis** — disabled. Crash persists under manual invocation.
    - **Disk space** — 216 GB free on NVMe. Crash rate actually *increased* after 242 GB
      was freed on 8 August.
    - **System RAM pressure** — see above.
    - **Camera Raw 18.5** — shipped 5 August; crashes began 4 July.

    ## Additional finding: GPU preference does not disable WML GPU usage

    With `GPUManagerPref = "off"`, the Camera Raw log still shows:

    ```
    Initialize GPU system
    Loaded GPU system: DirectX
    GPU4 Soft Status Result: fail_insufficient_memory
    Supports FP16 for DX on WML: YES
    WML: Try use GPU? yes
    259 compute pipeline states built
    Current memory usage (GPU): 0.698GB  Budget: 2.613GB (pool) 1.699GB (cache)
    ```

    `nvwgf2umx.dll`, `nvgpucomp64.dll`, `nvldumdx.dll` and `nvppex.dll` remain loaded in
    the process.

    So the Windows ML inference path continues to schedule work on the GPU even when the
    user has disabled graphics acceleration. There appears to be no supported way to move
    Assisted Culling inference onto the CPU.

    This exact behaviour was independently reported by JINGORO8816 on 30 July 2026, who
    observed 262 "Building compute pipeline state" lines and the same
    `fail_insufficient_memory` result with all GPU preferences set to off.

    Note: VRAM capacity does not appear to be the determining factor. AD-Tran reports the
    same Assisted Culling crash on an RTX 4060 Laptop GPU with 8 GB of VRAM.

    ## Related existing reports

    | Reporter | Date | Platform | Overlap |
    |---|---|---|---|
    | AD-Tran | 10 Aug 2026 | Win 11, RTX 4060 Laptop 8 GB, 32 GB RAM | Same symptom: 15.5 crash during Assisted Culling / Auto Analysis |
    | JINGORO8816 | 30 Jul 2026 | Win 10, RTX 3050 Ti | Same exception (0xc0000374 in ntdll); same GPU-not-disabled finding; trigger is 143 MP import rather than culling |
    | kgdizainslv | Jul 2026 | macOS | 15.4/15.4.1 AI Assist Culling memory leaks and freezes (marked Released) |
    | naemick | Jul 2026 | — | 15.4.1 persistent crashes and AI Culling memory issues |

    Caveat offered in good faith: JINGORO8816 reproduced his crash on 14.5.2.1 and 15.1.0.5
    as well, so the underlying heap defect may predate 15.4.1. On this machine, however, the
    15.4.1 boundary is sharp — 96 crash-free days across four prior versions.

    ## Attachments

    - `lrc_console-aug15-culling-crash.log` — captured before relaunch; contains the
      culling timeline and main-thread stack
    - `lrc_console-aug14-crash2.log` — 14 August crash, GDI+ stack
    - `cameraraw-aug15-culling-crash.txt` — ML inference timings and heap telemetry

    ## What would help

    1. Confirmation of what changed in the Assisted Culling / WML path between 15.4 and 15.4.1.
    2. A supported way to force Assisted Culling inference onto the CPU.
    3. Guidance on whether 4 GB VRAM is genuinely sufficient for this feature, given that
       GPU4 reports `fail_insufficient_memory` on every launch.
     

    Participant
    August 14, 2026

    exatamente como foi descrito anteriormente. Ao abrir e dar o comando para fazer a leitura/organizaçao das imagens, começa e fecha o programa repentinamente. Não fica nem cinco minutos aberto (e acabou de acontecer de novo).
     

    Community Expert
    August 14, 2026

    @KAbadie Do you’ve restart Lightroom after changing the assisted culling to off? 

     

    I’m see several threads to same or a similar issues with Assisted Culling in LrC 15.5

     

    @Rikk Flohr_Photography Do you about something about this issue? Is this a known bug? 

     

     

    My System: Intel i7-8700K - 64GB RAM - NVidia Geforce RTX 3060 - Windows 11 Pro 25H2 -- LR-Classic 15 - Photoshop 27 - Nik Collection 9 - PureRAW 6 - Topaz Photo AI
    KAbadieAuthor
    Participant
    August 15, 2026

    Yes, I restarted lightroom after I turned culling off.

    Participant
    August 14, 2026

    Here is System Info from lightroom:

    Lightroom Classic version: 15.5 [ 202607291506-b8869fa7 ]
    License: Creative Cloud
    Language setting: en
    Operating system: Windows 11 - Business Edition
    Version: 11.0.22631
    Application architecture: x64
    System architecture: x64
    Logical processor count: 16
    Processor speed: 2.3GHz
    SqLite Version: 3.36.0
    Adobe GSDK Version: 1.4.0.213

    CPU Utilisation: 0.0%
    Power Source: Plugged In, 83%  (Charging)
    Built-in memory: 16085.4 MB
    Dedicated GPU memory used by Lightroom: 3024.9MB / 8042.0MB (37%)
    Real memory available to Lightroom: 16085.4 MB
    Real memory used by Lightroom: 478.0 MB (2.9%)
    Virtual memory used by Lightroom: 4731.8 MB
    GDI objects count: 788
    USER objects count: 2727
    Process handles count: 2990
    Memory cache size: 568.6MB
    Internal Camera Raw version: 18.5 [ 2673 ]
    Maximum thread count used by Camera Raw: 5
    Camera Raw SIMD optimization: SSE2,AVX,AVX2
    Camera Raw virtual memory: 144MB / 8042MB (1%)
    Camera Raw real memory: 145MB / 16085MB (0%)

    Cache1: 
    NT- RAM:0.0MB, VRAM:0.0MB, Combined:0.0MB

    Cache2: 
    m:568.6MB, n:0.0MB

    U-main: 156.0MB

    System DPI setting: 120 DPI
    Desktop composition enabled: Yes
    Standard Preview Size: 1920 pixels
    Displays: 1) 1920x1080
    Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No

    Graphics Processor Info: 
    DirectX: NVIDIA GeForce RTX 3080 Laptop GPU (30.0.14.7141)
    Init State: GPU for Export supported by default
    User Preference: Auto
    Enable HDR in Library: OFF
    GPU for Preview Generation: Auto (S5_7)

    Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
    Library Path: F:\2026 Families\0826 Ruth Birthday\ruth-catalogue\ruth-catalogue.lrcat
    Settings Folder: C:\Users\Pro\AppData\Roaming\Adobe\Lightroom

    Installed Plugins: 
    1) AdobeStock
    2) Flickr
    3) Neurapix

    Config.lua flags: 
    Adapter #1: Vendor : 10de
        Device : 249c
        Subsystem : 12fb1462
        Revision : a1
        Video Memory : 8042
    Adapter #2: Vendor : 8086
        Device : 9a60
        Subsystem : 12fb1462
        Revision : 1
        Video Memory : 80
    Adapter #3: Vendor : 1414
        Device : 8c
        Subsystem : 0
        Revision : 0
        Video Memory : 0
    AudioDeviceIOBlockSize: 1024
    AudioDeviceName: System Default - Speakers (Realtek(R) Audio)
    AudioDeviceNumberOfChannels: 2
    AudioDeviceSampleRate: 48000
    Build: LR5x31
    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: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2
    GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
    GL_STENCIL_BITS: 8
    GL_VENDOR: NVIDIA Corporation
    GL_VERSION: 4.6.0 NVIDIA 471.41
    GPUDeviceEnabled: false
    OGLEnabled: true
    GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_NV_memory_object_sparse GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_primitive_shading_rate GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_dirty_tile_map GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 

    Community Expert
    August 14, 2026

    Graphics Processor Info: 
    DirectX: NVIDIA GeForce RTX 3080 Laptop GPU (30.0.14.7141)

    ...

     

    The version of the graphic device driver you’ve installed is outdated. Goto NVidia’s website, search for the recent Studio version for your type of the graphic card, download and install the driver. Then check.

     


    Adapter #2: Vendor : 8086
        Device : 9a60
        Subsystem : 12fb1462
        Revision : 1
        Video Memory : 80

    ..

    You have also buldin a CPU with an internal graphic processor. This internal GPU can sometimes caused several issues. Try to disable the processor internal graphic card.

    Open the Windows Device Manager, right-click the card's name and choose Disable.  

     

    My System: Intel i7-8700K - 64GB RAM - NVidia Geforce RTX 3060 - Windows 11 Pro 25H2 -- LR-Classic 15 - Photoshop 27 - Nik Collection 9 - PureRAW 6 - Topaz Photo AI
    johnrellis
    Legend
    August 14, 2026

    Please do the LR menu command Help > System Info, click the Copy button in the upper right corner, and paste into your reply here, so we can see exactly which versions of hardware and software LR thinks you're running and important LR options that are set.

    Community Expert
    August 13, 2026

    If you don’t do it, try to reset the preferences of Lightroom Classic:  How to reset Lightroom Classic preferences (adobe.com)

    It's recommended to backup your preferences before you reset the preferences to the default settings: https://helpx.adobe.com/lightroom-classic/kb/preference-file-and-other-file-locations.html

     

    If this doesn't help, check if your system is up-to-date. Do you have installed all recent updates and patches for the operating system and the device drivers, especially the graphic driver? Please make also sure that you have installed the Studio version and not the Game Ready version of your NVidia driver.

    If this already doesn’t help I would try to reinstall Lightroom.

     

    My System: Intel i7-8700K - 64GB RAM - NVidia Geforce RTX 3060 - Windows 11 Pro 25H2 -- LR-Classic 15 - Photoshop 27 - Nik Collection 9 - PureRAW 6 - Topaz Photo AI
    Participant
    August 14, 2026

    Hi,

     

    I had already done these things with the exception of checking my NVidia driver, which was set to studio. I tried the optimising tool in the Nvidia dashboard, but again, no change. I have uninstalled and reinstalled already. At this point, all it is doing is starting the cull, and about 10 images in it completely shuts down LRC. In the last batch i tried to cull, there was only 95 images, not a big batch at all.