Skip to main content
Inspiring
November 8, 2025
Answered

Several second delay when using Masking tools

  • November 8, 2025
  • 5 replies
  • 380 views

Hello,

 

Since upgrading to my new very powerful system, Lightroom Classic (version 15.0) has been performing extremely slowly.

 

Issue description:

There are significant delays (several seconds, sometimes up to 10 seconds) before Lightroom responds, particularly when using the following tools:

 

• Masking (people, subject, background)
• Color mixer / color correction
• Crop overlay tool

 

All basic adjustments (exposure, contrast, highlights, shadows, etc.) work normally. Other Adobe applications (After Effects, Photoshop, etc.) run completely smoothly. My previous, weaker system did not have these problems.

 

System specifications:

• Windows 11 Pro (x64), Build 26100.6899 (25H2)
• NVIDIA GeForce RTX 5070 Ti (AMD onboard GPU disabled)
• AMD Ryzen 9 9950X (16 cores, 4.30 GHz)
• 128 GB DDR5 RAM (4×32 GB Corsair)
• Mainboard: ASRock X870 Steel Legend WiFi
• Catalog located on an external SanDisk Extreme SSD (1 TB) connected via high-speed USB hub

 

Steps already taken (no improvement):

• Disabled and re-enabled GPU support in Lightroom
• Added Lightroom.exe, cache, and catalog as exceptions in antivirus (Bitdefender)
• Updated NVIDIA drivers (tested both Studio and Game Ready)
• Lightroom (15.0) and Camera Raw (18.0) fully up to date
• Optimized Lightroom catalog
• Verified GPU detection (System Info → GPU correctly recognized and active)
• Cleared Lightroom logs
• Disabled Hardware-Accelerated GPU Scheduling (HAGS)
• Tested multiple catalogs – same behavior

 

Additional notes / observations:

• The delay persists even with GPU acceleration completely disabled.
• All other Adobe applications work flawlessly.
• It appears that Lightroom pauses while internally loading or waiting for data/models (possibly AI models).
• Antivirus (Bitdefender) is unlikely to be the cause, as proper exclusions have been set.

 

Are there any known performance issues with Lightroom Classic 15.0 on Windows 11 (Build 25H2) or the RTX 50-series GPUs (5070 Ti)?

 

I urgently need help resolving this, as Lightroom is currently unusable for efficient work!

Correct answer LeVent4331688

I found the cause of the problem.

It has nothing to do with my system, my graphics card or Windows. It’s simply Lightroom Classic 15/15.1!

I contacted Adobe Support and granted them remote access to my computer. Despite my detailed error description the support agent immediately disabled the GPU and told me to test it again. I pointed out that I had already done that and asked him to actually read what I wrote. He claimed he had. Then he told me my RTX 5070 Ti was “too old”. -_-

 

I made it clear that this made no sense because the card was released this year and his explanation sounded more like an excuse. He then backtracked and said I was right but that there are “better models like the GTX 5080”. After that he changed the Windows graphics settings to force Lightroom to use the Nvidia GPU at maximum performance.

Obviously this didn’t change anything. I didn’t feel like dealing further with a support agent who was clearly out of his depth so I left it at that.

Here’s the important part: At work I still have my old system (Windows 10 Pro, 2x GTX 1080, 64 GB RAM, Ryzen 9 5950X) running the last version of Lightroom Classic 14 which worked flawlessly. After updating it to Lightroom 15.1 I had the exact same symptoms as on my new system at home.

 

I wanted to make sure that everyone who is frustrated and dealing with the same or similar issues knows about this.

5 replies

michaljanata
Inspiring
November 14, 2025

same performance issue on different computers - Mac Mini m4 and Win 11... terribly slow generating masks, especially landscape mask options (features)

LeVent4331688AuthorCorrect answer
Inspiring
November 14, 2025

I found the cause of the problem.

It has nothing to do with my system, my graphics card or Windows. It’s simply Lightroom Classic 15/15.1!

I contacted Adobe Support and granted them remote access to my computer. Despite my detailed error description the support agent immediately disabled the GPU and told me to test it again. I pointed out that I had already done that and asked him to actually read what I wrote. He claimed he had. Then he told me my RTX 5070 Ti was “too old”. -_-

 

I made it clear that this made no sense because the card was released this year and his explanation sounded more like an excuse. He then backtracked and said I was right but that there are “better models like the GTX 5080”. After that he changed the Windows graphics settings to force Lightroom to use the Nvidia GPU at maximum performance.

Obviously this didn’t change anything. I didn’t feel like dealing further with a support agent who was clearly out of his depth so I left it at that.

Here’s the important part: At work I still have my old system (Windows 10 Pro, 2x GTX 1080, 64 GB RAM, Ryzen 9 5950X) running the last version of Lightroom Classic 14 which worked flawlessly. After updating it to Lightroom 15.1 I had the exact same symptoms as on my new system at home.

 

I wanted to make sure that everyone who is frustrated and dealing with the same or similar issues knows about this.

dj_paige
Legend
November 14, 2025

I do not doubt you are frustrated, and the issue is real. However ... I disagree with your "solution".

 

If the solution is as you claim, please explain why my LrC 15 is not showing the problem and most of the LrC 15 users do not have this problem. In fact, there are probably hundreds of thousands of LrC 15 users that do not have this problem ... how do I know? Because they are not complaining about it in this and other forums.

Participant
November 9, 2025

Tick off "Use Gpu To Display" once i remove that tick for me made drastic diffrent pc runs smoother when using Lightroom classic 

johnrellis
Legend
November 9, 2025

@Bilgen24929658dc1r, "Tick off "Use Gpu To Display" once i remove that tick for me made drastic diffrent pc runs smoother when using Lightroom classic"

 

If a problem goes away by disabling LR's use of the graphics processor, that more often than not indicates a problem with graphics driver. Try updating your graphics driver by going directly to the manufacturer's web site, rather than relying on Windows Update or a manufacturer's update utility:
https://helpx.adobe.com/lightroom-classic/kb/troubleshoot-gpu.html#solution-4

If that doesn't help, please copy/paste here the entire contents of the LR menu command Help > System Info -- that will let us see exactly which versions of hardware and software LR thinks you're running.

Inspiring
November 10, 2025

In my case, there was no change with the GPU disabled, so I think it might be a Windows conflict.

Participant
November 8, 2025

I have the same mess on a Mac. I do not get any answers. Tryed all from emptying Cache to  reinstalation. Adobe Support got also absolutely useless. 

Participant
November 8, 2025

Lightroom Classic-Version: 15.0 [ 202510171722-44f87028 ]
Lizenz: Creative Cloud
Spracheinstellung: de-CH
Betriebssystem: Mac OS 15
Version: 15.6.1 [24G90]
Anwendungsarchitektur: arm64
Anzahl logischer Prozessoren: 11
Prozessorgeschwindigkeit: NA
SQLite-Version: 3.36.0
Stromquelle: Angeschlossen, 100%
Integrierter Speicher: 36’864.0 MB
Dedizierter GPU-Speicher, der von Lightroom verwendet wird: 366.7MB / 27’648.0MB (1%)
Für Lightroom verfügbarer phys. Speicher: 36’864.0 MB
Von Lightroom verwendeter phys. Speicher: 4’422.1 MB (11.9%)
Von Lightroom verwendeter virtueller Speicher: 409’797.7 MB
Cache-Speichergröße: 60.0MB
Interne Camera Raw-Version: 18.0 [ 2389 ]
Maximale Anzahl Threads, die Camera Raw verwendet: 5
Camera Raw SIMD-Optimierung: SSE2
Virtueller Speicher in Camera Raw: 355MB / 18431MB (1%)
Physischer Speicher in Camera Raw: 1238MB / 36864MB (3%)

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

Cache2:
m:60.0MB, n:0.0MB

U-main: 76.0MB

Standardvorschaugröße: 1440 Pixel
Monitore/Anzeigegeräte: 1) 3840x2160

Informationen zum Grafikprozessor:
Metal: Apple M3 Pro
Anfangsstatus: GPU zum Exportieren wird standardmäßig unterstützt
Benutzerpräferenz: Automatisch
HDR in Bibliothek aktivieren: AUS
GPU zur Vorschauerstellung: Auto (S5_27)

Anwendungsordner: /Applications/Adobe Lightroom Classic
Bibliothekspfad: /Volumes/2 BIG DOCK 20TB/Pictures/Lightroom/AA_Katalog_05_2025/AA_Katalog_05_2025.lrcat
Einstellungen-Ordner: /Users/berbel/Library/Application Support/Adobe/Lightroom

Installierte Zusatzmodule:
1) AdobeStock
2) Aperture/iPhoto-Import-Zusatzmodul
3) Export to Autopano Pro 3
4) Export to Photomatix Pro
5) Exportiere nach PanoramaStudio 3 Pro
6) Exportiere nach PanoramaStudio 4 Pro
7) Flickr

Config.lua-Flags:

 

 

Participant
November 8, 2025

Croping takes at least 60 Seconds. Deleting a Picture also. Exporting to Photoshop... Impossible... // This is only since that Super Duper Update... Not that it belongs here. I wanted to renew my subscription. Now I have two of them. Support prommised to fix it in 24h. This was 4 Days ago. So I hvae no hope that there is soon a Update who let me do my work in Minutes instead of hours. (Sorry... I am a little frustrated)

johnrellis
Legend
November 8, 2025

Please do the LR menu command Help > System Info and copy/paste the entire contents here so we can see exactly which versions of hardware and software LR thinks you're running and important LR options that are set.

Inspiring
November 9, 2025

Lightroom Classic-Version: 15.0 [ 202510171722-44f87028 ]
Lizenz: Creative Cloud
Spracheinstellung: de
Betriebssystem: Windows 11 - Business Edition
Version: 11.0.26200
Anwendungsarchitektur: x64
Systemarchitektur: x64
Anzahl logischer Prozessoren: 32
Prozessorgeschwindigkeit: 4,2GHz
SQLite-Version: 3.36.0
CPU-Auslastung: 3,0%
Stromquelle: Angeschlossen
Integrierter Speicher: 128598,3 MB
Dedizierter GPU-Speicher, der von Lightroom verwendet wird: 5167,2MB / 15907,0MB (32%)
Für Lightroom verfügbarer phys. Speicher: 128598,3 MB
Von Lightroom verwendeter phys. Speicher: 2604,2 MB (2,0%)
Von Lightroom verwendeter virtueller Speicher: 8587,1 MB
Anzahl GDI-Objekte: 707
Anzahl BENUTZER-Objekte: 2526
Anzahl Prozess-Handles: 2860
Cache-Speichergröße: 1262,4MB
Interne Camera Raw-Version: 18.0 [ 2389 ]
Maximale Anzahl Threads, die Camera Raw verwendet: 5
Camera Raw SIMD-Optimierung: SSE2,AVX,AVX2
Virtueller Speicher in Camera Raw: 909MB / 64299MB (1%)
Physischer Speicher in Camera Raw: 931MB / 128598MB (0%)

Cache1:
Final1- RAM:358,0MB, VRAM:3268,0MB, _DSC7056.ARW
NT- RAM:358,0MB, VRAM:3268,0MB, Combined:3626,0MB

Cache2:
m:1262,4MB, n:189,5MB

U-main: 86,0MB

DPI-Einstellung des Systems: 192 DPI (High-DPI-Modus)
Desktop-Komposition aktiviert: Ja
Standardvorschaugröße: 3840 Pixel
Monitore/Anzeigegeräte: 1) 3840x2160
Eingabetypen: Multitouch: Nein, integrierte Toucheingabe: Nein, integrierter Stift: Ja, externe Toucheingabe: Nein, externer Stift: Ja, Tastatur: Nein

Informationen zum Grafikprozessor:
DirectX: NVIDIA GeForce RTX 5070 Ti (32.0.15.8180)
Anfangsstatus: GPU zum Exportieren wird standardmäßig unterstützt
Benutzerpräferenz: GPU für Bildverarbeitung aktiviert
HDR in Bibliothek aktivieren: AUS
GPU zur Vorschauerstellung: Auto (S5_15)

Anwendungsordner: C:\Program Files\Adobe\Adobe Lightroom Classic
Bibliothekspfad: E:\Mehlhose\Katalog\Katalog.lrcat
Einstellungen-Ordner: C:\Users\Flow\AppData\Roaming\Adobe\Lightroom

Installierte Zusatzmodule:
1) AdobeStock
2) Calibrite Camera Calibration
3) Flickr
4) Topaz Photo AI

Config.lua-Flags:

Adapter Nr. 1: Anbieter : 10de
Gerät : 2c05
Subsystem : 89f41043
Version : a1
Grafikspeicher : 15907
Adapter Nr. 2: Anbieter : 1414
Gerät : 8c
Subsystem : 0
Version : 0
Grafikspeicher : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: System Default - Lautsprecher (Realtek USB Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: LR5x26
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 5070 Ti/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 581.80
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_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

johnrellis
Legend
November 9, 2025

@LeVent4331688: "DirectX: NVIDIA GeForce RTX 5070 Ti (32.0.15.8180)"

 

That driver is a Game Ready driver, which doesn't get as much testing for creative apps like LR. Nvidia and Adobe recommend using the latest Studio driver instead:

https://www.nvidia.com/en-us/drivers/details/257327/