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Known Participant
September 22, 2016

P: Slow performance on Xeon CPUs

  • September 22, 2016
  • 234 replies
  • 9082 views

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?

This topic has been closed for replies.

234 replies

Participating Frequently
April 20, 2017

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
😎 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 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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 

Known Participant
April 20, 2017
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.
Adobe Employee
April 20, 2017
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.
Known Participant
April 20, 2017
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%
Known Participant
April 20, 2017
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.
Adobe Employee
April 20, 2017
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.
Known Participant
April 19, 2017
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.
Todd Shaner
Legend
April 19, 2017
On my generally well performing quad-core i7-860 processor system there was no change in performance, which I guess is expected. I'm surprised none of the 6+ core processor users posting here haven't given this a try....no takers?
Adobe Employee
April 18, 2017
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.
Inspiring
March 31, 2017

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