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48

P: Compare View on 2nd Monitor shows no image on Zoom.

Explorer ,
Oct 13, 2023 Oct 13, 2023

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After LR Classic 13.0 and update 13.0.1 Lightroom is behaving weird on my second monitor.
Before I could use the compare mode on the second monitor when in the develop module on the first without any issues.
Could zoom in and out on the comparisons.
After the update this behaves odd.

Sometimes it will zoom in and out as before but most of the time it doesn't and one of the selected pics for comparison won't even show (just black) or sometimes even zooms in at a different percentage compared to the other. This only occurs when in the Develop module.


Switching from Compare to Loupe on the second monitor sometimes won't work either - display goes black.

When I switch to the Library module on the first screen there's no issue.

 

I've got a very robust Windows system with 32 GB of RAM and a NVIDIA GeForce RTX 3060 Ti 8GB of RAM which before (v 12.5) just did the job without any trouble.

Seems like Adobe rushed to do this update but forgot to test it thouroughly.

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correct answers 1 Pinned Reply

Adobe Employee , Dec 13, 2023 Dec 13, 2023

Greetings all,

 

Updates for the Adobe Photography Products have been released.  The December 2023 updates contain an update for this issue. 

If you do not see the update in your Creative Cloud Application, you can refresh it by hitting [Ctrl/Cmd]+[Alt/Opt]+[ R ].

Note: It may take up to 24 hours for your update to be available in your Creative Cloud app.

 

Thank you for your patience.

Status Fixed

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162 Comments
Community Beginner ,
Oct 16, 2023 Oct 16, 2023

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I have the same problem with second monitor after update. OK on display, black screen on zoom. W11 with NVIDIA also

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Community Expert ,
Oct 16, 2023 Oct 16, 2023

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Engaged ,
Oct 16, 2023 Oct 16, 2023

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Updated lightroom (13) and what the heck happened to the second monitor preview when zooming 100%? It goes black and does not redraw the image, although it's fine in the main monitor view.  This has never once happened to me in the past. I'm using RTX 3080ti wth latest studio drivers, Windows 11 Pro. I've never had this issue 

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Community Beginner ,
Oct 16, 2023 Oct 16, 2023

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Same here.: Loupe renders a black screen on my secondary monitor when the zoom is set to 100% (with Development module on the primary monitor). Everything is fine when using  the  Library module on the primary monitor. Turning off  use graphic processor solves the black screen problem but that is somenthing I hate to do. I didn't get a nice graphics card just to disable it in LR

 

Last Nvidia Studio driver v 537.58 and last LR v 13.0.1, Windows 11 up to date.

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Community Beginner ,
Oct 17, 2023 Oct 17, 2023

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Yep, turning off use graphics processor fixes it for me too. Mine's a NVIDIA GeForce GTX 1650. Tbh, mine's not a particularly powerful graphics card and switching it off doesn't have a significant impact on performance. Which, by the way, is noticeably and significantly worse in V13 than it was in V12.

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New Here ,
Oct 17, 2023 Oct 17, 2023

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Same issue here, 32 core M1 Max MBP 64GB Ventura 13.4.1 with Studio Display. Turning off GPU acceleration fixes the problem.

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Explorer ,
Oct 17, 2023 Oct 17, 2023

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As of today, 10/17/23, LR Classic 13.0.1 for Windows 11 X64 is still crashing.

 

My computer uses two monitors. In Develop mode with Develop Module on monitor 1 and Loupe view on monitor 2 and CPU acceleration enabled, double clicking on monitor 2 brings up either a black screen or just a corner of the image instead of showing a magnified view. I turned off GPU acceleration and restarted LR 13.0.1. With that, Develop module worked OK. So, I updated to the latest NVIDIA GeoForce RTX 3070 Ti graphics card drivers, restarted computer, and restarted LR 13.0.1. Got same faulty display on monitor 2 with GPU acceleration enabled. When I then disabled GPU acceleration and restarted LR 13.0.1, it failed to start. I suspect it failed to start because it failed to close properly. Three "temporary" files, including LRCatalogName.lrcat.lock, LRCatalogName.lrcat-shm, and LRCatalogName.lrcat-wal remained behind in the directory containing  the LR13 catalog. Windows 11 itself wouldn't properly shut down, probably because it couldn't close those files on LR shutdown. It got stuck forever on the "Shutting Down" screen and required a hard shutdown by holding down the power button. When I rebooted, deleted those 3 files along with any other LR 13 catalog files or preview directories before starting it, LR 13.0.1 started up, again requiring that I update from the LR 12 catalog to a LR 13 catalog format. I fail to see how an Adobe Server issue would affect what happens with a local version of LR Classic. This seems to me like a problem with GPU acceleration in LR 13.0 that persists in 13.0.1. I can't afford to spend any more time losing new edits each time I have to abandon a LR 13 Catalog and restart LR13 from scratch using my old, no longer current LR 12.5 catalog. So, I rolled back to LR 12.5. It can use GPU acceleration with the newly updated display drivers. Will wait for LR 13.0.2 or perhaps 13.1 or 13.2. Regarding Rikk Flohr's comment below about clean install of LR 13, does rolling back from LR 13.0.1 to LR 12.5 do a complete uninstall of LR 13.0.1 such that when I'm ready to try LR 13.2, updating to 13.2 from LR 12.5 will be a clean install? Alternatively, do I have to update to LR 13.2, uninstall 13.2 and then reinstall 13.2 to get a clean uninstall/reinstall? Thanks.

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Explorer ,
Oct 18, 2023 Oct 18, 2023

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At suggestion of another member, I'm reposting this in Windows forum instead of Mac where it wound up first. 

 

My computer uses two monitors. In Develop mode with Develop Module on monitor 1 and Loupe view on monitor 2 and GPU acceleration enabled, double clicking on monitor 2 brings up either a black screen or just a corner of the image instead of showing a magnified view. I turned off GPU acceleration and restarted LR 13.0.1. With that, Develop module worked OK. So, I updated to the latest NVIDIA GeoForce RTX 3070 Ti graphics card drivers, restarted computer, and restarted LR 13.0.1. Got same faulty display on monitor 2 with GPU acceleration enabled. When I then disabled GPU acceleration and restarted LR 13.0.1, it failed to start. I suspect it failed to start because it failed to close properly. Three "temporary" files, including MyLR13CatalogName.lrcat.lock, MyLR13CatalogName.lrcat-shm, and MyLR13CatalogName.lrcat-wal remained behind in the directory containing  the LR13 catalog. Windows 11 itself wouldn't properly shut down, probably because it couldn't close those files on LR shutdown. It got stuck forever on the "Shutting Down" screen and required a hard shutdown by holding down the power button. When I rebooted, deleted those 3 files along with any other LR 13 catalog files or preview directories before starting it, LR 13.0.1 started up, again requiring that I update from the LR 12 catalog to LR 13 catalog format. I fail to see how an Adobe Server issue (mentioned in Mac post) would affect what happens with a local version of LR Classic. Although this same sequence of failure to start with those 3 files left behind occurred repeatedly before I updated Graphics drivers, it now seems to be based in a problem with GPU acceleration in LR 13.0.1. My first update was to 13.0.1. Never installed 13.0. I can't afford to spend any more time losing new edits each time I have to abandon a LR 13 Catalog and restart LR13 from scratch using my old, no longer current, LR 12.5 catalog. So, I rolled back to LR 12.5. It can use GPU acceleration with the newly updated display drivers. Will wait for LR 13.0.2 or perhaps 13.1 or 13.2. Regarding Rikk Flohr's comment in Mac forum about clean install of LR 13, does rolling back from LR 13.0.1 to LR 12.5 do a complete uninstall of LR 13.0.1 such that when I'm ready to try a mature version like LR 13.1 or 13.2, updating from LR 12.5 will be a clean install? Alternatively, do I have to update to LR 13.2, say, uninstall 13.2 and then reinstall 13.2 to get a clean uninstall/reinstall? Thanks.

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Community Beginner ,
Oct 18, 2023 Oct 18, 2023

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Same problem here. The problem is gone when you disable graphics card accelleration.

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LEGEND ,
Oct 18, 2023 Oct 18, 2023

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As a next troubleshooting step, 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.

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Explorer ,
Oct 18, 2023 Oct 18, 2023

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Would appreciate reply to my inquiry above about how to do clean uninstall/reinstall.
 
Here is result of LR>Help>System Info
Not sure why it says OS is Windows 10; it has been upgraded to Windows 11
 
Lightroom Classic version: 12.5 [ 202308091523-68a7abd6 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 10 - Business Edition
Version: 10.0.22621
Application architecture: x64
System architecture: x64
Logical processor count: 24
Processor speed: 3.6GHz
SqLite Version: 3.36.0
CPU Utilisation: 1.0%
Built-in memory: 65479.7 MB
Dedicated GPU memory used by Lightroom: 135.5MB / 8032.0MB (1%)
Real memory available to Lightroom: 65479.7 MB
Real memory used by Lightroom: 1529.6 MB (2.3%)
Virtual memory used by Lightroom: 1870.5 MB
GDI objects count: 746
USER objects count: 2559
Process handles count: 5368
Memory cache size: 235.8MB
Internal Camera Raw version: 15.5 [ 1595 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 450MB / 32739MB (1%)
Camera Raw real memory: -311MB / 65479MB (0%)
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Standard Preview Size: 2880 pixels
Displays: 1) 2560x1440, 2) 2560x1440
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 3070 Ti (31.0.15.4584)
Init State: GPU for Export supported by default
User Preference: Auto
 
Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: D:\LightroomCatalog\AGLR12-DriveE.lrcat
Settings Folder: C:\Users\arthu\AppData\Roaming\Adobe\Lightroom
 
Installed Plugins: 
1) AdobeStock
2) Flickr
3) Nikon Tether Plugin
 
Config.lua flags: None
 
Adapter #1: Vendor : 10de
Device : 2482
Subsystem : 14b210de
Revision : a1
Video Memory : 8032
Adapter #2: Vendor : 10de
Device : 2482
Subsystem : 14b210de
Revision : a1
Video Memory : 1f60
Adapter #3: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - Speakers (Realtek(R) Audio)#{comment}DVAAU-4201250: Open the audio hardware preferences page.
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: LR5x83
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 3070 Ti/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 545.84
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_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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LEGEND ,
Oct 18, 2023 Oct 18, 2023

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"Not sure why it says OS is Windows 10; it has been upgraded to Windows 11

Lightroom Classic version: 12.5 [ 202308091523-68a7abd6 ]
Operating system: Windows 10 - Business Edition
Version: 10.0.22621"
 
That's a longstanding bug that was finally fixed in LR 13.  System Info is showing the correct technical version number 10.0.22621 for Windows 11 but not the right product name.

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LEGEND ,
Oct 18, 2023 Oct 18, 2023

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"DirectX: NVIDIA GeForce RTX 3070 Ti (31.0.15.4584)"

 

That's the latests Game Ready driver, while Nvidia and Adobe recommend the latest Studio driver (537.58), which they claim is specifically tested for Adobe creative apps.  It may not make a difference but it's worth trying.

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LEGEND ,
Oct 18, 2023 Oct 18, 2023

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"Regarding Rikk Flohr's comment below about clean install of LR 13, does rolling back from LR 13.0.1 to LR 12.5 do a complete uninstall of LR 13.0.1 such that when I'm ready to try LR 13.2, updating to 13.2 from LR 12.5 will be a clean install? Alternatively, do I have to update to LR 13.2, uninstall 13.2 and then reinstall 13.2 to get a clean uninstall/reinstall?"

 

Those comments were directed to a very specific problem with the Mac installation of LR 13.0.1, which Adobe says was caused by a problem on the Creative Cloud servers. Rikk's steps were specific to that issue. They very possibly (likely?) don't apply to your issue, since only Mac users were reporting those systems with 13.0.1.

 

Normally rolling back to a previous version and installing a new one using the Creative Cloud app goes smoothly, and you don't have to do anything special.  Adobe does provide the Adobe Cleaner tool, which removes all traces of Creative Cloud apps, but in general based on many reports here, that's useful only as a last resort when the more routine troubleshooting steps don't help, and the Cleaner tool often doesn't help either (it sometimes does).

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Explorer ,
Oct 18, 2023 Oct 18, 2023

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Did clean install of Studio driver, replacing Game Ready driver. Rebooted. GPU acceleration still worked fine with LR 12.5 as evidenced by Develop Module (with Develop Module on monitor 1 and Loupe on monitor 2, clicking on monitor 2 switched to properly displaying zoomed in view). Rebooted. Reinstalled LR Classic 13.0.1, waited 10 minutes, rebooted. Opened a LR 13 catalog. GPU acceleration failed (clicking on monitor 2 Loupe panel while in Develop Module displayed black screen, not magnified view). Turned off GPU acceleration, restarted LR 13.0.1 & Develop Module worked properly, displaying magnified view on monitor 2 Loupe view. So, there is definitely a bug with GPU acceleration in LR 13.0.1 that is not present in LR 12.5. Rebooted. Rolled back to LR 12.5. Rebooted. Opened LR 12 catalog successfully. GPU acceleration worked OK. 

 

Below is LR>Help>System Info data from LR 13.0.1 after replacement of NVIDIA GeoForce RTX 3070 Ti Game Ready driver with Studio driver. You can compare with data from LR 12.5 sent previously. it does show correct product name, as you predicted. Graphics drivers are indeed different. I don't know what else.  I hope Adobe can fix problem with GPU acceleration in LR 13.0.1. In meantime, there are no essential features in 13.0.1 compared with 12.5, so I'll stick will rollback for now. Thanks.

 

Lightroom Classic version: 13.0.1 [ 202310121438-d2af310c ]
License: Creative Cloud
Language setting: en
Operating system: Windows 11 - Business Edition
Version: 11.0.22621
Application architecture: x64
System architecture: x64
Logical processor count: 24
Processor speed: 3.6GHz
SqLite Version: 3.36.0
CPU Utilisation: 0.0%
Built-in memory: 65479.7 MB
Dedicated GPU memory used by Lightroom: 119.8MB / 8031.0MB (1%)
Real memory available to Lightroom: 65479.7 MB
Real memory used by Lightroom: 1347.8 MB (2.0%)
Virtual memory used by Lightroom: 1617.9 MB
GDI objects count: 763
USER objects count: 2688
Process handles count: 2931
Memory cache size: 125.4MB
Internal Camera Raw version: 16.0 [ 1677 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 421MB / 32739MB (1%)
Camera Raw real memory: 366MB / 65479MB (0%)
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Standard Preview Size: 2560 pixels
Displays: 1) 2560x1440, 2) 2560x1440
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 3070 Ti (31.0.15.3758)
Init State: GPU for Export supported by default
User Preference: Auto
 
Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: J:\PortlandVI\PortlandVI-v13.lrcat
Settings Folder: C:\Users\arthu\AppData\Roaming\Adobe\Lightroom
 
Installed Plugins: 
1) AdobeStock
2) Flickr
3) Nikon Tether Plugin
 
Config.lua flags: None
 
Adapter #1: Vendor : 10de
Device : 2482
Subsystem : 14b210de
Revision : a1
Video Memory : 8031
Adapter #2: Vendor : 10de
Device : 2482
Subsystem : 14b210de
Revision : a1
Video Memory : 1f5f
Adapter #3: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - Speakers (Realtek(R) Audio)#{comment}DVAAU-4201250: Open the audio hardware preferences page.
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 3070 Ti/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 537.58
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 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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 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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 ,
Oct 18, 2023 Oct 18, 2023

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This is repeatable.... When I use 2 displays in devlope mode, display 2 is fine UNTIL i click to enlarge display 2  loupe the display shows only a bout 1/4 of the image and jumps to the bottom left of my screen.

 

Other things that might make this a rare issue....  Display 1 is a 2560x1600 in HDR mode.  Display 2 is 3840x2160 in SDR mode.  Windows display setting Display 1 is 175%, display 2 is 150%

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Community Beginner ,
Oct 19, 2023 Oct 19, 2023

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On my second screen, when enlarging to 200%, I only get a black screen. Even by 100%. Or a small piece of the photo

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Community Beginner ,
Oct 19, 2023 Oct 19, 2023

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I have the same issue, library zoom on second monitor works fine but develop wont zoom over 100% giving a black screen.

I use W11 with NVIDA RTX 3070Ti.

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New Here ,
Oct 24, 2023 Oct 24, 2023

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Hi, Since update to 13.0.1 my second monitor will not work in Loupe mode at 100%. When at "FIT" it works fine but  if I zoom in to more than full screen it displays large areas of black screen, at 100% the screen is all black.

In Library mode it all works fine. Before version 13.0.1 it all worked fine.

This happens with photos from all my cameras (Nikon raw files, TIFF's and JPG's)

System is windows 10, all updates installed.Screenshot_1.jpgexpand image

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Community Expert ,
Oct 24, 2023 Oct 24, 2023

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A lot of display issues are related to the graphics driver. Is yours up to date? 

Sean McCormack. Author of 'Essential Development 3'. Magazine Writer. Former Official Fuji X-Photographer.

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Enthusiast ,
Oct 24, 2023 Oct 24, 2023

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This bug has been acknowledged in this post:

https://community.adobe.com/t5/lightroom-classic-bugs/p-compare-view-on-2nd-monitor-shows-no-image-o...

It affects zooming on Loupe and Compare modes on the 2nd monitor while in Develop

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New Here ,
Oct 24, 2023 Oct 24, 2023

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Yes Nikon, various model, all have this issue.

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New Here ,
Oct 24, 2023 Oct 24, 2023

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Yes, all up to date.

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New Here ,
Oct 26, 2023 Oct 26, 2023

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i tried that and its not working ugh  

 

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New Here ,
Oct 28, 2023 Oct 28, 2023

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I had this problem or one very similar when I upgraded from LRC 12.5 to 13.0.1 earlier today. I have a Dell machine with an Nvidia GeForce GTX 1650 in addition to the onboard Intel adapter. The Intel adapter was enabled. It had been disabled but it appears to have been enabled on August 8th. Disabling the adapter fixed the problem.

As part of the diagnosis, Adobe support changed Use Graphics Processor from Auto to Off in the Performance tab of the Preferences dialog. This changed the behavior to normal, but it would affect performance so it's just a diagnostic step, not a fix.

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