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P: LUT/Color Profile problem

Explorer ,
Oct 18, 2017 Oct 18, 2017

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LUT Color Profile Problem in Lightroom Classic

Bug Fixed
TOPICS
macOS , Windows

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correct answers 1 Correct answer

Adobe Employee , Oct 21, 2017 Oct 21, 2017
Good to hear that the tip #2 works for you in Lr (see https://helpx.adobe.com/lightroom/kb/crash-gpu-directx-enabled.html to force Lr falling back to OpenGL and see if it helps. The tip works with macOS as well).

The following is a workaround for Camera Raw, it involves editing a GPU preference file at this location:

/Users/[user name]/Library/Application Support/Adobe/CameraRaw/GPU/Camera Raw GPU Config.txt

Edit the text file (actually an XMP formatted file) in a text editor

change the line:

crs:gp
...

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48 Comments
Mentor ,
Oct 18, 2017 Oct 18, 2017

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I saw a post over on Reddit asking about this issue too...

Using 10.11.6 with an MacPro/NVidia 780 i fortunately haven't encountered the problem.

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Adobe Employee ,
Oct 18, 2017 Oct 18, 2017

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Hi Tice,

Thanks for reporting the issue. Can you share the image with develop settings? We will try to reproduce the issue inhouse.

Thanks,
Ganesh

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Adobe Employee ,
Oct 18, 2017 Oct 18, 2017

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To add I do see the differences in the screenshots you shared. It would be better if we have a sample image with settings on which we can see the issue. 

Also to be on same page, the problem with Lr Classic GPU ON vs OFF case, right? How about when you compare with previous releases?

Thanks,
Ganesh

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Explorer ,
Oct 18, 2017 Oct 18, 2017

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Hi Ganesh, I can send a raw file however this screen shot is with no settings applied. The problem is independent of file type or setting. All images raw, tiff, jpg, etc experience the same type of shift. It is only an issue with the preview and does not carry over into a rasterized image that’s exported

The problem occurs when GPU is on. The screens shot the gpu on and off.

Previous versions of lightroom do not experience this problem.

Thanks!
Tice

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Adobe Employee ,
Oct 18, 2017 Oct 18, 2017

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Tice, if you zoom the image to 1:1 in develop module do you see any color change then? 
Venkatesh Penjuri
Adobe Lightroom Team

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Explorer ,
Oct 18, 2017 Oct 18, 2017

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Venkatesh, Yes the same problem occurs when it’s at 1:1

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Adobe Employee ,
Oct 18, 2017 Oct 18, 2017

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Ok, please share us the image file, we will look into the issue.
Venkatesh Penjuri
Adobe Lightroom Team

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Guest
Oct 19, 2017 Oct 19, 2017

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I get the same problem - in the Library module the image looks fine but move it to the Develop module and the shadows go very dark and choke up.

Turning OFF GPU accerleration seems to remove the problem.  I put a video of the error here.

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Guest
Oct 19, 2017 Oct 19, 2017

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And just in case anyone from Adobe wants it, here's my system info:

Lightroom Classic version: 7.0 [ 1140024 ]
License: Creative Cloud
Operating system: Mac OS 10
Version: 10.11 [6]
Application architecture: x64
Logical processor count: 8
Processor speed: 2.6 GHz
Built-in memory: 32,768.0 MB
Real memory available to Lightroom: 32,768.0 MB
Real memory used by Lightroom: 4,517.7 MB (13.7%)
Virtual memory used by Lightroom: 5,585.7 MB
Memory cache size: 7,196.3MB
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2
Camera Raw virtual memory: 1677MB / 16383MB (10%)
Camera Raw real memory: 1715MB / 32768MB (5%)
Displays: 1) 2560x1440

Graphics Processor Info:
Metal: NVIDIA GeForce GTX 970



Application folder: /Applications/Adobe Lightroom Classic CC
Library Path: /Volumes/RAW2/Norway September 2017/Norway September 2017-2.lrcat
Settings Folder: /Users/andrewastbury/Library/Application Support/Adobe/Lightroom

Installed Plugins:


Config.lua flags: None

AudioDeviceIOBlockSize: 512
AudioDeviceName: Built-in Output
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: 10.0x7
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: 2048
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS: 8
GL_MAX_VIEWPORT_DIMS: 16384,16384
GL_RED_BITS: 8
GL_RENDERER: NVIDIA GeForce GTX 970 OpenGL Engine
GL_SHADING_LANGUAGE_VERSION: 1.20
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 2.1 NVIDIA-10.11.14 346.03.15f09
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_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_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_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_separate_stencil 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_fragment_program_option GL_NV_fragment_program2 GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_point_sprite GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod

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LEGEND ,
Oct 19, 2017 Oct 19, 2017

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I do not seem to be able to reproduce the problem, PC running Win 8.1.

Lightroom Classic version: 7.0 [ 1140024 ]
License: Creative Cloud
Operating system: Windows 8.1
Version: 6.3
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 3.4 GHz
Built-in memory: 32644.1 MB
Real memory available to Lightroom: 32644.1 MB
Real memory used by Lightroom: 1781.9 MB (5.4%)
Virtual memory used by Lightroom: 2281.5 MB
GDI objects count: 777
USER objects count: 2392
Process handles count: 1234
Memory cache size: 346.0MB
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 1351MB / 16322MB (8%)
Camera Raw real memory: 1658MB / 32644MB (5%)
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Displays: 1) 2560x1440
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No

Graphics Processor Info:
OpenGL: GeForce GTX 970/PCIe/SSE2

Check OpenGL support: Passed
Vendor: NVIDIA Corporation
Version: 3.3.0 NVIDIA 376.09
Renderer: GeForce GTX 970/PCIe/SSE2
LanguageVersion: 3.30 NVIDIA via Cg compiler
Total Video Memory: 4096 MB


Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic CC
Library Path: D:\Pictures\Lightroom\Slovenia_Oct_2017\Slovenia_Oct_2017-2.lrcat
Settings Folder: C:\Users\Neil\AppData\Roaming\Adobe\Lightroom

Installed Plugins:
1) AdobeStock
2) Canon Tether Plugin
3) Facebook
4) Flickr
5) Nikon Tether Plugin

Config.lua flags: None

Adapter #1: Vendor : 10de
    Device : 13c2
    Subsystem : 113110de
    Revision : a1
    Video Memory : 3943
Adapter #2: Vendor : 8086
    Device : 412
    Subsystem : d0001458
    Revision : 6
    Video Memory : a0
Adapter #3: Vendor : 1414
    Device : 8c
    Subsystem : 0
    Revision : 0
    Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Speakers (2- High Definition Audio Device)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 44100
Build: 10.0x7
Direct2DEnabled: false
GL_ACCUM_ALPHA_BITS: 16
GL_ACCUM_BLUE_BITS: 16
GL_ACCUM_GREEN_BITS: 16
GL_ACCUM_RED_BITS: 16
GL_ALPHA_BITS: 0
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 24
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 2048
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS: 4
GL_MAX_VIEWPORT_DIMS: 16384,16384
GL_RED_BITS: 8
GL_RENDERER: GeForce GTX 970/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.50 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.5.0 NVIDIA 376.09
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 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_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_shared_exponent GL_EXT_texture_sRGB 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_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness 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_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate 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_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_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_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_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle 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_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_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control

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Explorer ,
Oct 19, 2017 Oct 19, 2017

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I have the same problem as Tice. See attached photos.


Develop Module


Library Module

Lightroom Classic version: 7.0 [ 1140024 ]
License: Creative Cloud
Operating system: Mac OS 10
Version: 10.12 [6]
Application architecture: x64
Logical processor count: 8
Processor speed: 3.5 GHz
Built-in memory: 32,768.0 MB
Real memory available to Lightroom: 32,768.0 MB
Real memory used by Lightroom: 901.9 MB (2.7%)
Virtual memory used by Lightroom: 2,085.3 MB
Memory cache size: 7.6MB
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 333MB / 16383MB (2%)
Camera Raw real memory: 337MB / 32768MB (1%)
Displays: 1) 2560x1440

Graphics Processor Info:
Metal: NVIDIA GeForce GTX 780M



Application folder: /Graphics/Adobe Lightroom Classic CC
Library Path: /Volumes/catchall_catchmore/Art Store/Fine Art Projects/Fine Art Projects-2.lrcat
Settings Folder: /Users/joelmark/Library/Application Support/Adobe/Lightroom

Installed Plugins:
1) AdobeStock
2) Canon Tether Plugin
3) ColorChecker Passport
4) DxO Optics Pro 9
5) DxO Optics Pro 9 Importer
6) Flickr
7) HDR Efex Pro 2
8) LR/Enfuse
9) ON1 Effects 10
10) Perfect Layers

Config.lua flags: None

AudioDeviceIOBlockSize: 512
AudioDeviceName: Built-in Output
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 44100
Build: Uninitialized
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GL_RENDERER: NVIDIA GeForce GTX 780M OpenGL Engine
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GL_VENDOR: NVIDIA Corporation
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Adobe Employee ,
Oct 19, 2017 Oct 19, 2017

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Adobe Employee ,
Oct 19, 2017 Oct 19, 2017

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If you change the Color Profile of your monitor to something like sRGB or AdobeRGB, does the bug show?

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Explorer ,
Oct 19, 2017 Oct 19, 2017

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Yes. With the GPU off.

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Explorer ,
Oct 19, 2017 Oct 19, 2017

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No.

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Explorer ,
Oct 19, 2017 Oct 19, 2017

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Simon, I went through the threads. The problem is similar and I can replicate this problem within OS level apps like Safari, image preview, etc.. All other color managed apps like Photoshop, DaVinci Resolve, Capture One, Firefox, etc do not suffer this problem.

The previous version of LR did have some slight variation in shadows but nothing to this extent. I've attached screen shots of GPU enabled and disabled with the current and previous version of Lightroom side by side for comparison.

https://www.dropbox.com/s/p3367rnjnaswy0b/GPUEnabled.jpg?dl=0
https://www.dropbox.com/s/myqegkfj0vkt2ux/GPU_Disabled.jpg?dl=0

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Explorer ,
Oct 19, 2017 Oct 19, 2017

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My main color profile causes the biggest problem as you see in the screen shots. Other profiles like the default uncalibrated monitor profile or AdobeRGB do cause crushing in shadows but the shift is more on par with the previous version of LR.

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Adobe Employee ,
Oct 19, 2017 Oct 19, 2017

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When GPU is off, Lr relies on the macOS Windows Color management facility to the color management transform (this is especially beneficial in multiple display setup). This is probably why you see the OS level apps all exhibits the same problem.

GPU on, Lr does its own Adobe color management (like Photoshop) for the main develop loupe display that avoid the macOS bug (because the platform offers no color management support for the GPU render path).

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Explorer ,
Oct 19, 2017 Oct 19, 2017

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Simon, it’s the other way around. GPU enabled is exhibiting the problem.

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Guest
Oct 20, 2017 Oct 20, 2017

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Simon, just uploaded a video here https://youtu.be/N1YuSTt8MLc that illustrates the problem, and also that the problem did NOT exist before the upgrade from the last itteration of CC2015.

Is there any way to force Lr Classic to use/see OpenGL instead of this 'Metal' - what ever that is?

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Explorer ,
Oct 20, 2017 Oct 20, 2017

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Andy,

Metal is actually Apples API. it allows for more direct access to the graphics hardware so that is actually a good thing. The issue appears to be because Adobe is not using their own color management when the GPU is enabled. 
 
The problem is a combo of Apple and Adobe. Apple for years now has been unable to properly support calibrated table based profiles. This is an issue with OS level stuff like Safari, image preview, etc.... Its not an issue with pro software because it uses its own built in color management. 

I've now been able to reproduce this problem in Photoshop's ACR and Bridge. This is 100% unacceptable. Apple has no near term plans to fix this issue and Adobe has been aware of it for years. To not provide *AT LEAST* an option to choose whether you use Adobe's color management or Apple's is a joke.  (DaVinci Resolve provides this option)

I'm curious to see what any other staff member has to say regarding this because quite frankly at this point my patience has run thin. Previous LR versions have had a host of performance problems and now this.  

Theres other competition on the market perhaps its time to just give up.

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Adobe Employee ,
Oct 20, 2017 Oct 20, 2017

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Hi Andy,

Good suggestion. Try tip #2 on https://helpx.adobe.com/lightroom/kb/crash-gpu-directx-enabled.html to force Lr falling back to OpenGL and see if it helps. The tip works with macOS as well.

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Adobe Employee ,
Oct 20, 2017 Oct 20, 2017

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For people who has the issue, please attached the ICC color profile of your primary Lightroom display (monitor) to this thread.


Also can you report if you have a multiple monitor setup. If so, what happens if you disconnect your secondary display, does the color discrepancy between library and develop still appear. 

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Adobe Employee ,
Oct 20, 2017 Oct 20, 2017

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Hi Tice,

Thank you for confirming that your issue is reproducible in the Photoshop's ACR and Bridge. 

You can try the possible Lr Classic workaround that I suggested to Andy to see if that works. If not, then the short term workaround is to turn off the GPU acceleration from the Lightroom and ACR's preference dialog until we can confirm and fix the issue.

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Participant ,
Oct 20, 2017 Oct 20, 2017

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I have this issue. My machine is an iMac 27" Retina late 2015, using only the iMac's display, no other monitors.

The ICC profile in use comes from calibration with Datacolor Spyder5Elite, downloadable here.

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