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October 22, 2020

P: Slow UI when using Mac and Custom Display Profile

  • October 22, 2020
  • 1001 replies
  • 30241 views

Hello,

 

Since upgrading to Lightroom Classic v10.0, all UI-related functionality is painfully slow. All editing functions are working correctly and quickly but scrolling through the catalogue or even scrolling a side panel is taking many long seconds to refresh. Unreasonably long.

 

Disabling GPU Accellaration has no affect on my Lightroom's performance.

 

macOS Mojave 10.14.6

Mac Pro (Late 2013)

3 GHz 8-Core Intel Xeon E5

32 GB 1866 MHz DDR3

AMD FirePro D700 6 GB

 

This topic has been closed for replies.

1001 replies

Inspiring
December 13, 2020

My system is near identical to yours, so your tip is welcome. Fortunately, I do not rely on Lightroom for my living and even more, fortunately, I was able to roll back to the previous version, so the issue is not as serious for me as for many others.

Inspiring
December 13, 2020

Hello everybody! I must also share the problems I face with new Lightroom and some potential "releaf actions" untill a proper update will come out to solve the problem.

My system is:
Apple Mac Pro 5.1 (2012)
x2 CPU Intel XEON x5690 3,45GHz
96GB RAM
NVME SSD for Cataloge and Photos
AMD RX VEGA 56 8GB

My system works great with all other software except the new version of Lr Classic. It is so laggy I cannot work with it at all.

Before I share my potential releaf solutions I should mention that my computer used to work the new Lr Classic great with my previous monitor which was a 28'' 4K (DisplayPort connected).
Once I bought 4 new monitors 32'' 4K in order to review them and keep the best, I realised that all of them found so dificult to work with Lr Classic. So it has to be something about the UI of the software and how it scales itself to work on larger displays.

One releaf solution was to make Lightroom work in "Low Resolution". It seems to increase the performance. I made a video about that:

<iframe src="https://www.youtube.com/embed/SKFWDahyUsY" style="max-width: 100%; max-height: 100%;" width="640px"></iframe>

That way I can work with the new version (because all my cataloges are converted to the new standards and I cannot go back) a little bit faster. Nothing like compared to the snappy experience with my 28'' 4K monitor, but it looks better.

Another work around is if you work with a 4K 30+ inches display, to make Lr work on a smaller window and not full screen. Working Lr as Full HD on a 4K display seems to make the software run better. You can also try to lower the resolution of the 4K display to Full HD dimensions, but what's the point to have a 4K monitor then.

The only way I was able to work the new Lr Classic on Full Screen on my 32'' 4K monitor was with Lr running on low res (video above) and changing the Calibration to sRGB. Of course I am not feeling well working my expensive monitor on a non calibrated profile, but I hope it is just a "buying some time" solution to this problem.

I hope Adobe will come up with something stable next days!

Inspiring
December 13, 2020

@Sven

It's probably the same as running LR in Low-Res (Non-Retina) mode. 

Known Participant
December 12, 2020

I just noticed that my system shows a great boost in Library performance on my 4K BenQ SW271 with Adobe RGB color profile (calibrated using i1) when changing the display resolution to "unscaled full 3840x2160" in BigSur. Way better than any scaled resolution which I usually applied before.

Inspiring
December 12, 2020

I've been having similar issues as some identified. Develop module painfully slow, freezes my MacBook, unusable essentially unless you are doing only minor edits. 

I reverted back to V 9.4 and so far this seems to have "fixed" the problem, although it has created another, ie I can not use my most recent catalogue, LR won't let me open it, says the version is too new so I had to go back to an older catalogue and start the process of reloading my newer images. Bit is a pain, I'd say but at least now I can do my work.

Inspiring
December 12, 2020

Hi @ann_chown ! I would be surprised if any software developer of a resource-intensive app doesn't devote some resources to examining how efficiently they use them. The amount of RAM has a significant impact on performance, but it's not the only resource that has impact. One thing to note, though, it that while it may be the nature of current software tech to expand the size of RAM required with the addition/revision of each core feature, the way that computer operating systems & hardware are managing RAM use is changing for the better. As this article shows, it's one of the advantages of the new Apple M1 line (whose basic, entry-level options were released this year):

How 8GB RAM Overperforms in M1 Macs https://www.lifewire.com/how-8gb-ram-overperforms-in-m1-macs-5091929

Depending on your purpose & expectations, you may not need over 8-16GB RAM: performance is always a subjective thing. While others on this thread can't live with less than 32GB RAM, I've been happily using 16GB iMac 5K for nearly 4 years to run LR alongside other apps (e.g. mail, Chrome, etc.) as a hobbyist who did a few paid photography jobs. One of these was done on an old MacBook with 4GB RAM to use the latest LR & PS versions available in Jan 2017: I was forced to use this in an emergency because my main computer's motherboard died the week before I was due to deliver (it was painfully slow, but hey, job done). Tht experience taught me that there are things in LR that PS is much faster or offers a broader flexibility (e.g. cloning & healing).

If photo-processing/retouching is a business-critical element for you, you should have someone either on staff or as a consultant to provide you technical advice about all aspects of your hardware/software setup (from strategy to deployment, acquisition to resilience planning), once you set your subjective expectations (how long a job of a certain size should take to complete).

Worrying (or worse, whinging) about what any software developer is/isn't doing hasn't ever been valuable use of time: we accept what we can't control, plan for the unexpected, and work to suit. This sometimes means avoiding upgrading to the latest version of anything (OS or app) as soon as it becomes available, because one doesn't have the ability to test their impact without being able to withstand the consequences...

Inspiring
December 12, 2020

Lightroom Classic 10.1 brought my iMac late 2015 to a halt and forced reboot, and the crash disabled the Bluetooth keyboard and Magic Mouse II when I rebooted.  I've dropped back to LRC 10.0, which appears to work better.  Also, changed the monitor profile to Adobe RGB (1998) rather than a display profile generated by a colorimeter.  A Windows laptop with 16GB ram and a 4 GB graphics card seems to work better.   Photoshop on the Windows laptop (Dell Inspiron 2018) works fine and also seems to be okay on the iMac.   I've noticed that many of the people reporting problems were on iMacs from late 2015).

 

System information:

 

Lightroom Classic version: 10.0 [ 202010011851-ef6045e0 ]
License: Creative Cloud
Language setting: en
Operating system: Mac OS 10
Version: 10.16.0 [20B29]
Application architecture: x64
Logical processor count: 4
Processor speed: 3.2 GHz
SqLite Version: 3.30.1
Built-in memory: 24,576.0 MB
Real memory available to Lightroom: 24,576.0 MB
Real memory used by Lightroom: 6,007.4 MB (24.4%)
Virtual memory used by Lightroom: 12,135.8 MB
Memory cache size: 1,764.7MB
Internal Camera Raw version: 13.0 [ 610 ]
Maximum thread count used by Camera Raw: 3
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 1516MB / 12287MB (12%)
Camera Raw real memory: 1525MB / 24576MB (6%)
Displays: 1) 5120x2880

Graphics Processor Info: 
Metal: AMD Radeon R9 M380

 

Application folder: /Applications/Adobe Lightroom Classic
Library Path: /Users/rebeccaore/Pictures/Lightroom/MasterCatalogAllCameras/MasterCatalogAllCameras-2-v10.lrcat
Settings Folder: /Users/rebeccaore/Library/Application Support/Adobe/Lightroom

Installed Plugins: 
1) AdobeStock
2) Aperture/iPhoto Importer Plug-in
3) ColorChecker Passport
4) DxO PhotoLab
5) DxO PhotoLab 2
6) DxO PhotoLab 2 Importer
7) DxO PhotoLab 3
😎 DxO PhotoLab 3 Importer
9) DxO PhotoLab 4
10) DxO PhotoLab 4 Importer
11) DxO PhotoLab Importer
12) Facebook
13) Flickr
14) HDR Efex Pro 2
15) Nikon Tether Plugin
16) ON1 Effects Standalone 2019
17) Qimage One

Config.lua flags: None

AudioDeviceIOBlockSize: 512
AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default (Built-in Output)#{comment}DVAAU-4201250: Open the audio hardware preferences page.
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: LR5x42
CoreImage: true
GL_ACCUM_ALPHA_BITS: 0
GL_ACCUM_BLUE_BITS: 0
GL_ACCUM_GREEN_BITS: 0
GL_ACCUM_RED_BITS: 0
GL_ALPHA_BITS: 8
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 24
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS: 8
GL_MAX_VIEWPORT_DIMS: 16384,16384
GL_RED_BITS: 8
GL_RENDERER: AMD Radeon R9 M380 OpenGL Engine
GL_SHADING_LANGUAGE_VERSION: 1.20
GL_STENCIL_BITS: 8
GL_VENDOR: ATI Technologies Inc.
GL_VERSION: 2.1 ATI-4.0.47
OGLEnabled: true
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod 

 

 

Known Participant
December 11, 2020

@zobeleye 

 

32GB is plenty to run Lightroom well with only modest improvements with more memory. Don't forget what else you might be running concurrently that is using RAM, the machine needs to be sized for all concurrent resource consumption. 

 

With 16GB on a Windows machine, it runs quite well if only a few browser windows are open (Edge or Chrome but not IE or Firefox) and using Windows Defender instead of a 3rd party antimalware tool. 

 

Known Participant
December 11, 2020

@ann_chown 

 

As software becomes more functional, it steadily requires more resources. That is just the reality of software. Put 1,000 lbs in your car and notice how much it slows down. 

 

16GB should be considered a minimum while at 32 it runs really well. There are small improvements with even more. 

 

And while "genuine" Apple memory is really expensive, there are 3rd parties that make less expensive memory just as good as anything from Apple (never forget, Apple doesn't actually make anything). My favorite is macsales.com, and they include full installation instructions for your specific computer. We've been using their RAM on my wife's iMacs for years with zero problems. 

Was DYP
Inspiring
December 11, 2020

That is not it. 96GB and I see the same slowness with 10LR. The Library module in LR10 is not using the GPU.