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P: Blackouts on secondary display in LR14.1

Explorer ,
Dec 13, 2024 Dec 13, 2024

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When editing an image in the Develop Module ie changing any of the sliders the image on the secondary display momentarily turns black. The primary display stays ok.

 

PC specifications:
LR 14.1 - Using Graphics Processor on Auto or Custom
W11 Pro - 23H2
Intel Core i7 12700 K - 32 GB RAM
GeForce RTX 3060 Ti - 8GB - with the latest drivers

Bug Investigating
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correct answers 1 Pinned Reply

Adobe Employee , Jan 02, 2025 Jan 02, 2025

The team has finally been able to experience a reproducible case and a bug has been logged. 

Thank you for your reports. 

Status Investigating

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Explorer ,
Dec 13, 2024 Dec 13, 2024

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When in the Develop Module and using the scroll wheel of the mouse with focus on the secondary display the info display on both displays alternates between on and off. 

 

PC specifications:
LR 14.1 - Using Graphics Processor on Auto or Custom
W11 Pro - 23H2
Intel Core i7 12700 K - 32 GB RAM
GeForce RTX 3060 Ti - 8GB - with the latest drivers

 

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Participant ,
Dec 13, 2024 Dec 13, 2024

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Same here. Completely different PC specs, so clearly a basic code error.

Do they not test these releases fully???

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Adobe Employee ,
Dec 13, 2024 Dec 13, 2024

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I am unable to replicate this using the instructions provided.  Can you please post your exact video card model and the exact Graphics Driver version number?

Rikk Flohr: Adobe Photography Org

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Participant ,
Dec 13, 2024 Dec 13, 2024

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As pointed out, the specifications for both machines are completely different, so your request suggests that you are looking in the wrong place for answers. The symptom is simple: when editing, the secondary display shows a black picture, rather than the correct image. The surround is still the same, so it is not a monitor problem.

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Community Expert ,
Dec 13, 2024 Dec 13, 2024

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Rikk does not say that it's a monitor problem, but because Lightroom Classic uses the GPU, it could be a GPU drivers issue. Outdated GPU drivers are probably the biggests cause of problems with Lightroom Classic on Windows computers. I do not see this on my Mac either.

 

-- Johan W. Elzenga

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Participant ,
Dec 13, 2024 Dec 13, 2024

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I referred to the monitor just to provide more information. As to the drivers, I installed the latest on my PC last week and, as I mentioned, the two users reporting have entirely different set-ups: the OP uses Intel and GeForce whereas I have AMD CPU and GPU, so the likelihood of it being an outdated driver problem is almost nil.

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Community Expert ,
Dec 13, 2024 Dec 13, 2024

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Why are you so stubborn? If Rikk asks for this info, then just provide it. It may help to reproduce the problem, which is vital, because a problem that cannot be reproduced cannot be fixed either.

 

-- Johan W. Elzenga

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Participant ,
Dec 13, 2024 Dec 13, 2024

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I'm not being stubborn, I'm merely reacting in the same manner I would had he asked me what brand of soap I use, or if my car has been serviced recently.

Even if I provided the information, the validity of it would depend on whether Rikk could assemble another machine exactly the same. It is the essence of scientific rigour.

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Explorer ,
Dec 13, 2024 Dec 13, 2024

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GeForce RTX 3060 Ti - 8GB - Kuroutoshikou RTX 3060 Ti Galakuro gaming LHR
NVIDIA studio driver 566.36 release date dec 10 - 2024

the instant LR14.1 was installed the graphics driver was updated to the newest and latest

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Community Expert ,
Dec 13, 2024 Dec 13, 2024

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Deleted

 

 

-- Johan W. Elzenga

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Participant ,
Dec 13, 2024 Dec 13, 2024

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Windows 11 Pro 23H2

OS Build 22631.4602

CPU - AMD Ryzen 9 5950x,

RAM - 64GB Corsair Vengeance DDR4 3600

GPU - Asus AMD Radeon TUF-RX6800XT-O16G-GAMING ; Driver V24.8.1 :  32.0.11027.1003

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Adobe Employee ,
Dec 13, 2024 Dec 13, 2024

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Thank you. I've forwarded this information to the team. 

Rikk Flohr: Adobe Photography Org

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Explorer ,
Dec 13, 2024 Dec 13, 2024

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Thank you Rikk, 

I've reverted back to LR14.01 for the time being; no issues there.

Hope the team will find a solution. Thx again.

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Enthusiast ,
Dec 14, 2024 Dec 14, 2024

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I was able to see both issues with my system.

1)  I opened a new image in Develop, clicked Auto and moved a few of the basic sliders around. No other Develop panels were used. (It occurs without using Auto as well)

The 2nd monitor screen blinks to black every so often as the sliders are adjusted sometimes getting stuck on a black screen.

It is inconsistent for which slider it affects and when it gets stuck.

It seems to settle down after Lightroom has been running for a while?

 

2)  If you move the mouse pointer onto 2nd screen and then rotate the mouse scroll wheel, then the Info display on both screens blinks on/off as it is rotated.  Unlike the screen blackout this is very repaetable, it is present every time you move the mouse scroll wheel while the pointer is on 2nd monitor.

 

Lightroom Classic version: 14.1 [ 202412062302-d2b56666 ]
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: 3.6GHz
SqLite Version: 3.36.0
CPU Utilisation: 1.0%
Power Source: Plugged In
Built-in memory: 32369.2 MB
Dedicated GPU memory used by Lightroom: 1716.4MB / 8024.0MB (21%)
Real memory available to Lightroom: 32369.2 MB
Real memory used by Lightroom: 8740.8 MB (27.0%)
Virtual memory used by Lightroom: 11410.1 MB
GDI objects count: 1017
USER objects count: 3476
Process handles count: 2647
Memory cache size: 2311.5MB
Internal Camera Raw version: 17.1 [ 2098 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 1793MB / 16184MB (11%)
Camera Raw real memory: 2055MB / 32369MB (6%)

Cache1:
Final1- RAM:352.0MB, VRAM:0.0MB, BH8-071224-3777.NEF
Final2- RAM:352.0MB, VRAM:0.0MB, BH8-071224-3779.NEF
Final3- RAM:352.0MB, VRAM:0.0MB, BH8-071224-3778.NEF
NT- RAM:1056.0MB, VRAM:0.0MB, Combined:1056.0MB

Cache2:
m:2311.5MB, n:1355.2MB

U-main: 127.0MB

System DPI setting: 144 DPI (high DPI mode)
Desktop composition enabled: Yes
Standard Preview Size: 3840 pixels
Displays: 1) 2560x1440, 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 3060 Ti (32.0.15.6590)
Init State: GPU for Export supported by default
User Preference: Auto
Enable HDR in Library: OFF

 

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Explorer ,
Dec 14, 2024 Dec 14, 2024

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I too am seeing intermittent blackouts of my secondary display. This occurs when I am in the Develop module on my primary display, with the secondary display showing Loupe in full screen. 

 

By "blackout", I mean the photo being edited is no longer visible on the display. However, all the other information in the UI for the display (e.g., header bar, loupe info overlay, bottom bar showing file name) all remain visible. 

 

When a blackout occurs, making any change to Develop settings (including any change to cropping) causes the image on the secondary display to re-appear. 

 

In some cases, I have been able to toggle the blackout on and off by making tiny adjustments to the position of one cropping line. In these cases, moving a cropping line a few pixels will end the blackout, and moving the cropping line back to its previous position will cause the blackout to recur. (I would provide a video screen capture of this behavior, but I haven't yet found a way to capture both screens simultaneously.) 

 

Lightroom Classic version: 14.1 [ 202412062302-d2b56666 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 11 - Home Premium Edition
Version: 11.0.22631
Application architecture: x64
System architecture: x64
Logical processor count: 32
Processor speed: 2.9GHz
SqLite Version: 3.36.0
CPU Utilisation: 0.0%
Power Source: Plugged In
Built-in memory: 65219.9 MB
Dedicated GPU memory used by Lightroom: 6925.1MB / 11996.0MB (57%)
Real memory available to Lightroom: 65219.9 MB
Real memory used by Lightroom: 7559.6 MB (11.5%)
Virtual memory used by Lightroom: 16202.2 MB
GDI objects count: 1290
USER objects count: 3009
Process handles count: 12339
Memory cache size: 4389.9MB
Internal Camera Raw version: 17.1 [ 2098 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 1927MB / 32609MB (5%)
Camera Raw real memory: 1927MB / 65219MB (2%)
 
Cache1:
Final1- RAM:146.0MB, VRAM:0.0MB, 241204_2033250400_4403-Enhanced-NR.dng
Final2- RAM:592.0MB, VRAM:5206.0MB, 241204_2034465300_4442-Enhanced-NR.dng
Final3- RAM:146.0MB, VRAM:0.0MB, 241204_2033261700_4406-Enhanced-NR.dng
NT- RAM:884.0MB, VRAM:5206.0MB, Combined:6090.0MB
 
Cache2:
m:4389.9MB, n:712.3MB
 
U-main: 154.0MB
 
System DPI setting: 192 DPI (high DPI mode)
Desktop composition enabled: Yes
Standard Preview Size: 3840 pixels
Displays: 1) 3840x2160, 2) 3840x2160
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 4070 Ti (32.0.15.6636)
Init State: GPU for Export supported by default
User Preference: GPU for Export enabled
Enable HDR in Library: OFF
 
Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: C:\Users\tonys\Dropbox\Images\Lightroom active catalog\Lightroom Catalog-v13-3.lrcat
Settings Folder: C:\Users\tonys\AppData\Roaming\Adobe\Lightroom
 
Installed Plugins: 
1) ColorChecker Camera Calibration
2) easyHDR 3
3) Evlaa
4) Export to Photomatix Pro
5) Helicon Focus Export
6) SmugMug
7) Topaz Photo AI
 
Config.lua flags: 
 
Adapter #1: Vendor : 10de
Device : 2782
Subsystem : 8b49103c
Revision : a1
Video Memory : 11996
Adapter #2: Vendor : 8086
Device : a780
Subsystem : 8a96103c
Revision : 4
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: 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 4070 Ti/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 566.36
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 

 

 

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Explorer ,
Dec 15, 2024 Dec 15, 2024

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This screen capture video shows the problem is repeatable. 

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New Here ,
Dec 16, 2024 Dec 16, 2024

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Have the same problem ever since 14.1 version was released. 14.1.1 does not solve the issue. Graphics card is RTX3060, with driver update nov 2024. Windows 11, i9-14900k

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Community Beginner ,
Dec 18, 2024 Dec 18, 2024

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Second screen blacks out when using Develop sliders (also briefly when switching between Library and Develop modules) in Lr update 14.1.1    [First appeared in update 14.1]
Windows 11 24H2

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Community Expert ,
Dec 18, 2024 Dec 18, 2024

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in the future, to find the best place to post your message, use the list here, https://community.adobe.com/

p.s. i don't think the adobe website, and forums in particular, are easy to navigate, so don't spend a lot of time searching that forum list. do your best and we'll move the post (like this one has already been moved) if it helps you get responses.



<"moved from cc desktop bugs">

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Community Beginner ,
Dec 18, 2024 Dec 18, 2024

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Ok, thankyou.(Hopefully there won't be many 'next times' - this is my first post as a user since 2007!)Sent from my Galaxy

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Community Expert ,
Dec 18, 2024 Dec 18, 2024

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no problem.

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Community Beginner ,
Dec 19, 2024 Dec 19, 2024

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UPDATE
I rolled LrC back to 14.0.1 and the problem doesn't appear. 
Update again and it's back.

 

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Explorer ,
Dec 20, 2024 Dec 20, 2024

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FWIW, this release of Lightroom crashes frequently on my system at seemingly random times. I've never had crashes before with Lightroom. 

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Explorer ,
Dec 21, 2024 Dec 21, 2024

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Unfortunately the LRC 14.1.1 update hasn't resolved this; the issue still exists.

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Participant ,
Dec 21, 2024 Dec 21, 2024

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I suspect that this problem follows other performance issues, as I don't think that Adobe utilises current architecture properly. CPU cores, memory bandwidth, and GPU power all appear to be under-utilised, with inevitable glitches and hesitation during operation. 

 

It would be better if Adobe spent more time improving that side of the software, rather than developing the endless tools. 

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