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P: (Windows) Application hangs when trying to open masking tool

Explorer ,
Oct 11, 2023 Oct 11, 2023

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Since said update, LR goes into "not responding" mode with CPU usage "very high" and does not come back. Killing the LR task and restarting does not help. 

 

System: Ryzen 9 5900X, 64 GB, GeForce RTX 3060 with latest Studio Driver

 

Any ideas?

Bug Fixed
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correct answers 1 Correct answer

Adobe Employee , Oct 13, 2023 Oct 13, 2023

Greetings All,

Lightroom Classic v13.0.1 is released. This update contain a fix 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 ].

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correct answers 2 Pinned Replies

Adobe Employee , Oct 11, 2023 Oct 11, 2023

The team is requesting a few logs from those of you on this thread. The logs are found at %appdata%/Adobe/CameraRaw/Logs%appdata%/Adobe/CameraRaw/Logs. 

 

Can anyone share a log?

 

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Adobe Employee , Oct 13, 2023 Oct 13, 2023

Marking status as "Fixed"

Status Fixed

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replies 109 Replies 109
109 Comments
Community Beginner ,
Oct 11, 2023 Oct 11, 2023

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Updated the driver, but I still have the problem.  Worse now, really, as it crashes in more circumstances.  I've tried turning the GPU off, but that doesn't help.  Do you have any other suggestions?

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New Here ,
Oct 11, 2023 Oct 11, 2023

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found in 

AppData\Roaming\Adobe\CameraRaw\Logs\

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Adobe Employee ,
Oct 11, 2023 Oct 11, 2023

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Is it happening for all the images, for example on images with existing masks and ones without any existing masks?

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New Here ,
Oct 11, 2023 Oct 11, 2023

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Hello all,

since the last LRC update I can't use masks anymore.

When I try to add a mask in an unedited image, Lightroom freezes right away. It doesn't matter what kind of mask I want to use.
If I open an existing project that contains masks I can work with it as long as I don't try to look at the masks I used.

Lightroom just freezes and doesn't respond even after 10 minutes.
It looks like a process core is busy.
Furthermore, 2 processes called Bezel are still open and not responding.
(Memory usage about 1GB - 1.5GB is constantly changing).

All other functions seem to be working. I never had this problem before.


System:
AMD Ryzen 7 5800X 8-Core Processor 3.80 GHz
32.0 GB
Edition Windows 10 Pro
Version 22H2
Installed on 14.09.2023
Operating system build 19045.3570

GTX 3080 driver version 537.58

Unfortunately, I do not get any error report.

Maybe someone knows a solution, Thank you.

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New Here ,
Oct 11, 2023 Oct 11, 2023

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for me the described problem exists with all of my pictures with and without previous masks

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Adobe Employee ,
Oct 12, 2023 Oct 12, 2023

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Thanks for the information. Have you tried by turning GPU off?

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New Here ,
Oct 12, 2023 Oct 12, 2023

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yes, the problem doesn´t depend on GPU accelereation or driver version of my Nvidia RTX 3090

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Explorer ,
Oct 12, 2023 Oct 12, 2023

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Hello,

i have the same problem since the update LR 13. I can create a mask than i want to change something f.e the curve or the new funktoin with the colour ... but then LR  freeze and i have to restart...

Every thing ist updatet, i have also windows 10 with Version 22H2.

I deinstalled it and re-install it again - same issue....

That makes working with LR and than with mask not possible....

 

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Participant ,
Oct 12, 2023 Oct 12, 2023

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Now I'm unable to work with lightroom because when I switch to develop module the software crash.
Here the screenshot

BiJeiTi_Ph_0-1697102257073.png

I've try to:

- update GPU driver (RTX3060 12GB)

- Disable GPU from preference.

After restert Lightroom Classic I can develop the selected image but if I switch to other iamge the problem come back.
I've alredy sent some bug report via Lrc.

 

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Adobe Employee ,
Oct 12, 2023 Oct 12, 2023

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Could you please increase the width of the right-side panel by dragging and dropping?
Please let us know if you still face the issue.

Thanks,
Sunil 

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Community Expert ,
Oct 12, 2023 Oct 12, 2023

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In a first step try is to reset the preferences to the default settings.

  • Reset Procedure:
  • Close Lightroom.
  • Windows: Hold down [Alt]+[Shift] while restarting Lightroom.
    Mac: Hold down [Opt]+[Shift] while restarting Lightroom.
  • Overwrite the Preferences when prompted by the dialog.
  • Close Lightroom.
  • Restart Lightroom.

 

It's recommended to backup your preferences before you reset the preferences to the default settings: 

https://helpx.adobe.com/lightroom-classic/kb/preference-file-and-other-file-locations.html

 

Do you have install the latrest Studio version of the graphic driver?  If not, please try to downloaf the latest Studio version and check.

 

Please provide a copy of your 'System Info'. This can be get from the LrC Help > System Info menu item. There's a copy button in the System Info dialog. Press this button and paste the info into your next forum post.

 

 

My System: Intel i7-8700K - 64GB RAM - NVidia Geforce RTX 3060 - Windows 11 Pro 23H2 -- LR-Classic 14 - Photoshop 26 - Nik Collection 7 - PureRAW 4 - Topaz PhotoAI 3

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New Here ,
Oct 12, 2023 Oct 12, 2023

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this solved the problem! My Lightroom 13 only crashes if the right-side panel has minimum width

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Adobe Employee ,
Oct 12, 2023 Oct 12, 2023

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Could you please increase the width of the right-side panel by dragging and dropping?
Please let us know if you still face the issue.

Thanks,
Sunil 

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Explorer ,
Oct 12, 2023 Oct 12, 2023

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Ich habe durch Zufall erfahren: Lösung ist: das rechte Seitenpanel wieder zu vergrößern, dann stürzt das Programm nicht mehr ab - düfte ein Skalierungsproblem sein 

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Explorer ,
Oct 12, 2023 Oct 12, 2023

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Hello, i have the same issue - cannot prepare maks - LR stopps working - my solution  -to enlarge the right panel ... than it work ...

That is a issue with the scaling ???

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Explorer ,
Oct 12, 2023 Oct 12, 2023

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Can this issue ("bug") beeing solved?

 

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Community Beginner ,
Oct 12, 2023 Oct 12, 2023

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Update:

After realizing it only happened with ONE Image (b/w) - which was the "active" image on LR startup for this catalog. I removed the image from catalog, re-imported it and ... error gone! ... ??? 

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New Here ,
Oct 12, 2023 Oct 12, 2023

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cr_sdk_initialize: Adobe Photoshop Lightroom Classic 13.0 (Windows), version 16.0x1677, 64-bit, Release
name : NVIDIA GeForce RTX 2060 SUPER
VendorId : 4318
DeviceId : 7942
SubSysId : 2268008515
Revision : 161
DedicatedVideoMemory : 8408530944
DedicatedSystemMemory : 0
SharedSystemMemory : 17117374464
MemoryBudget : 7603224576
AdapterLuid.LowPart : 66921
AdapterLuid.HighPart : 0
Flags : 0
DoublePrecisionFloatShaderOps : yes
ConservativeRasterizationTier : 3
CrossNodeSharingTier : 0
ResourceBindingTier : 3
ResourceHeapTier : 2
TiledResourcesTier : 3
NodeIndex : 0
TileBasedRenderer : no
UMA : no
CacheCoherentUMA : no
feature level : 0x00009100
feature level : 0x00009200
feature level : 0x00009300
feature level : 0x0000a000
feature level : 0x0000a100
feature level : 0x0000b000
feature level : 0x0000b100
feature level : 0x0000c000
feature level : 0x0000c100
MaxSupportedFeatureLevel : 0x0000c100
HighestShaderModel : 0x60
WaveOps : yes
WaveLaneCountMin : 32
WaveLaneCountMax : 32
TotalLaneCount : 2176
ExpandedComputeResourceStates : yes
Int64ShaderOps : yes
RootSignature.HighestVersion : 0x2

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Community Beginner ,
Oct 12, 2023 Oct 12, 2023

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Hi @SunilBhaskaran increasing the width of the right-side panel solved the problem on my Windows PC.

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New Here ,
Oct 12, 2023 Oct 12, 2023

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Thanks alot fot that tip.

 

It solved my problem too. You're the hero of the day!

 

Great "feature" within LRC

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Community Beginner ,
Oct 12, 2023 Oct 12, 2023

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After updating to LRc 13, it crashes as soon as I enter Develop Module. Created a new catalog, same problem. Deactivated GPU acceleration, problem remains, deactivated all plugins, problem remains.




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New Here ,
Oct 12, 2023 Oct 12, 2023

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Same Problem 

Windows Event Log: (it is in German, i hope you understand the important things)

Name der fehlerhaften Anwendung: dynamiclinkmanager.exe, Version: 23.0.0.0, Zeitstempel: 0x64b8e5b2
Name des fehlerhaften Moduls: NahimicOSD.dll, Version: 2.1.10.59928, Zeitstempel: 0x5d68ebc5
Ausnahmecode: 0xc0000005
Fehleroffset: 0x000000000000e180
ID des fehlerhaften Prozesses: 0x5b34
Startzeit der fehlerhaften Anwendung: 0x01d9fd0d73eb040d
Pfad der fehlerhaften Anwendung: G:\Programme\adobe\Adobe Lightroom Classic\Helpers\DynamicLinkMediaServer\dynamiclinkmanager.exe
Pfad des fehlerhaften Moduls: C:\ProgramData\A-Volute\A-Volute.Nahimic\Modules\Scheduled\x64\NahimicOSD.dll
Berichtskennung: 84b9e204-dc0d-4d2e-8b62-9c9dc89a878c
Vollständiger Name des fehlerhaften Pakets:
Anwendungs-ID, die relativ zum fehlerhaften Paket ist:

 

 

%appdata%/Adobe/CameraRaw/Log: 

cr_sdk_initialize: Adobe Photoshop Lightroom Classic 13.0 (Windows), version 16.0x1677, 64-bit, Release
gDNGMaxSIMD: 3
Memory allocator: internal scalable (cr_memory_scalable_allocator)
libdispatch threading: yes
thread type: dispatch
ACE thread type: dispatch
CPU: AMD Ryzen 9 3900X 12-Core Processor
OS: 10.0.19041.3570
MPProcessorCount (hyperthreading = false): 24
MPProcessorCount (hyperthreading = true): 24
MPThreadCount: 5
std::thread::hardware_concurrency: 24
AVX support: yes
AVX2 support: yes
AVX512 support: no
System physical RAM: 32 GB
PatchMatch initialized (version 5.90.0.0). Using 24 threads.
Initialize GPU system
Read GPU config
Safe load GPU
Native16BitShaderOpsSupported: NO
SupportsShaderModel_6_2_OrHigher: YES
AtLeastFeatureLevel_11_0: YES
SupportsTypedUAVLoadAdditionalFormats: YES
Supports FP16 for DX on WML: YES
Building pipeline states for Radeon RX 580 Series
name : Radeon RX 580 Series
VendorId : 4098
DeviceId : 26591
SubSysId : 3815120290
Revision : 231
DedicatedVideoMemory : 8567902208
DedicatedSystemMemory : 0
SharedSystemMemory : 17153320960
MemoryBudget : 7762595840
AdapterLuid.LowPart : 85721
AdapterLuid.HighPart : 0
Flags : 0
DoublePrecisionFloatShaderOps : yes
ConservativeRasterizationTier : 0
CrossNodeSharingTier : 0
ResourceBindingTier : 3
ResourceHeapTier : 2
TiledResourcesTier : 2
NodeIndex : 0
TileBasedRenderer : no
UMA : no
CacheCoherentUMA : no
feature level : 0x00009100
feature level : 0x00009200
feature level : 0x00009300
feature level : 0x0000a000
feature level : 0x0000a100
feature level : 0x0000b000
feature level : 0x0000b100
feature level : 0x0000c000
feature level : 0x0000c100
MaxSupportedFeatureLevel : 0x0000c000
HighestShaderModel : 0x60
WaveOps : yes
WaveLaneCountMin : 64
WaveLaneCountMax : 64
TotalLaneCount : 9216
ExpandedComputeResourceStates : yes
Int64ShaderOps : yes
RootSignature.HighestVersion : 0x2
Loaded GPU system: DirectX
GPU primary driver version: 31.0.21902.5
GPU device count: 1
GPU device names: Radeon RX 580 Series
GPU3 allow list: yes
GPU3 deny list: no
GPU3 prev digest: 3858F7DDF860AF3F77B0AC71E284256D
GPU3 new digest: 3858F7DDF860AF3F77B0AC71E284256D
Need to run gpu self tests : False.
GPU Init Status (part 1): I2_GPU2
GPU3 Hard Status Result (part 1): unknown
GPU3 Soft Status Result (part 1): success
GPU4 Hard Status Result (part 1): unknown
GPU4 Soft Status Result (part 1): success
Radeon RX 580 Series: Building compute pipeline state (1/259)
Radeon RX 580 Series: Building compute pipeline state (2/259)
Intel Compiler: no
Radeon RX 580 Series: Building compute pipeline state (3/259)
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Radeon RX 580 Series: Finished building compute pipeline states.
TrimFootprint: 0.0 MB purged from pools.
TrimFootprint: 0.0 MB purged from pools.
Windows cr_gpu_view backing scale: h= 1.0000, v= 1.0000
factory not current -- re-creating...
first frame index is: 0
BuildSwapChain 'developAfterLoupeViewbefore' format 23
GPU Init Status (part 2): I4_GPU4
GPU3 Hard Status Result (part 2): success
GPU3 Soft Status Result (part 2): success
GPU4 Hard Status Result (part 2): success
GPU4 Soft Status Result (part 2): success

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Lightroom Classic-Version: 13.0 [ 202309270914-5a1c6485 ]
Lizenz: Creative Cloud
Spracheinstellung: de
Betriebssystem: Windows 10 - Business Edition
Version: 10.0.19045
Anwendungsarchitektur: x64
Systemarchitektur: x64
Anzahl logischer Prozessoren: 8
Prozessorgeschwindigkeit: 4,0GHz
SQLite-Version: 3.36.0
CPU-Auslastung: 2,0%
Integrierter Speicher: 32707,9 MB
Dedizierter GPU-Speicher, der von Lightroom verwendet wird: 40,8MB / 8081,0MB (0%)
Für Lightroom verfügbarer phys. Speicher: 32707,9 MB
Von Lightroom verwendeter phys. Speicher: 1094,6 MB (3,3%)
Von Lightroom verwendeter virtueller Speicher: 1249,8 MB
Anzahl GDI-Objekte: 760
Anzahl BENUTZER-Objekte: 2234
Anzahl Prozess-Handles: 2310
Cache-Speichergröße: 54,5MB
Interne Camera Raw-Version: 16.0 [ 1677 ]
Maximale Anzahl Threads, die Camera Raw verwendet: 5
Camera Raw SIMD-Optimierung: SSE2,AVX,AVX2
Virtueller Speicher in Camera Raw: 30MB / 16353MB (0%)
Physischer Speicher in Camera Raw: 31MB / 32707MB (0%)
DPI-Einstellung des Systems: 120 DPI
Desktop-Komposition aktiviert: Ja
Standardvorschaugröße: 4096 Pixel
Monitore/Anzeigegeräte: 1) 4096x2160, 2) 1920x1200
Eingabetypen: Multitouch: Nein, integrierte Toucheingabe: Nein, integrierter Stift: Ja, externe Toucheingabe: Nein, externer Stift: Ja, Tastatur: Nein
 
Informationen zum Grafikprozessor: 
DirectX: NVIDIA GeForce GTX 1070 (31.0.15.3758)
Anfangsstatus: GPU zum Exportieren wird standardmäßig unterstützt
Benutzerpräferenz: Automatisch
 
Anwendungsordner: C:\Program Files\Adobe\Adobe Lightroom Classic
Bibliothekspfad: C:\work\LR\FloLRc13\FloLRc13.lrcat
Einstellungen-Ordner: C:\Users\Flo\AppData\Roaming\Adobe\Lightroom
 
Installierte Zusatzmodule: 
1) AdobeStock
2) Flickr
3) jf Folder Publisher
4) Loupedeck2
5) Nikon Tether-Zusatzmodul
6) rc Exif Meta
7) ShootProof
8) Show Focus Points
 
Config.lua-Flags: None
 
Adapter Nr. 1: Anbieter : 10de
Gerät : 1b81
Subsystem : 119d10de
Version : a1
Grafikspeicher : 8081
Adapter Nr. 2: Anbieter : 1414
Gerät : 8c
Subsystem : 0
Version : 0
Grafikspeicher : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - Lautsprecher (High Definition Audio Device)#{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 GTX 1070/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 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_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles 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_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_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_query_resource GL_NV_query_resource_tag 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_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_stereo_view_rendering 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_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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Adobe Photoshop Lightroom Classic Log Latest v0

cr_sdk_initialize: Adobe Photoshop Lightroom Classic 13.0 (Windows), version 16.0x1677, 64-bit, Release
name : NVIDIA GeForce GTX 1070
VendorId : 4318
DeviceId : 7041
SubSysId : 295506142
Revision : 161
DedicatedVideoMemory : 8473542656
DedicatedSystemMemory : 0
SharedSystemMemory : 17148409856
MemoryBudget : 7668236288
AdapterLuid.LowPart : 18594212
AdapterLuid.HighPart : 0
Flags : 0
DoublePrecisionFloatShaderOps : yes
ConservativeRasterizationTier : 2
CrossNodeSharingTier : 0
ResourceBindingTier : 3
ResourceHeapTier : 1
TiledResourcesTier : 3
NodeIndex : 0
TileBasedRenderer : no
UMA : no
CacheCoherentUMA : no
feature level : 0x00009100
feature level : 0x00009200
feature level : 0x00009300
feature level : 0x0000a000
feature level : 0x0000a100
feature level : 0x0000b000
feature level : 0x0000b100
feature level : 0x0000c000
feature level : 0x0000c100
MaxSupportedFeatureLevel : 0x0000c100
HighestShaderModel : 0x60
WaveOps : yes
WaveLaneCountMin : 32
WaveLaneCountMax : 32
TotalLaneCount : 1920
ExpandedComputeResourceStates : yes
Int64ShaderOps : yes
RootSignature.HighestVersion : 0x2

 

 

 

Adobe Photoshop Lightroom Classic Log Latest v1

cr_sdk_initialize: Adobe Photoshop Lightroom Classic 13.0 (Windows), version 16.0x1677, 64-bit, Release
gDNGMaxSIMD: 3
Memory allocator: internal scalable (cr_memory_scalable_allocator)
libdispatch threading: yes
thread type: dispatch
ACE thread type: dispatch
CPU: Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz
OS: 10.0.19041.3570
MPProcessorCount (hyperthreading = false): 4
MPProcessorCount (hyperthreading = true): 8
MPThreadCount: 5
std::thread::hardware_concurrency: 8
AVX support: yes
AVX2 support: yes
AVX512 support: no
System physical RAM: 32 GB
PatchMatch initialized (version 5.90.0.0). Using 8 threads.
Initialize GPU system
Read GPU config
Safe load GPU
Native16BitShaderOpsSupported: NO
SupportsShaderModel_6_2_OrHigher: YES
AtLeastFeatureLevel_11_0: YES
SupportsTypedUAVLoadAdditionalFormats: YES
Supports FP16 for DX on WML: YES
Building pipeline states for NVIDIA GeForce GTX 1070
name : NVIDIA GeForce GTX 1070
VendorId : 4318
DeviceId : 7041
SubSysId : 295506142
Revision : 161
DedicatedVideoMemory : 8473542656
DedicatedSystemMemory : 0
SharedSystemMemory : 17148409856
MemoryBudget : 7668236288
AdapterLuid.LowPart : 18594212
AdapterLuid.HighPart : 0
Flags : 0
DoublePrecisionFloatShaderOps : yes
ConservativeRasterizationTier : 2
CrossNodeSharingTier : 0
ResourceBindingTier : 3
ResourceHeapTier : 1
TiledResourcesTier : 3
NodeIndex : 0
TileBasedRenderer : no
UMA : no
CacheCoherentUMA : no
feature level : 0x00009100
feature level : 0x00009200
feature level : 0x00009300
feature level : 0x0000a000
feature level : 0x0000a100
feature level : 0x0000b000
feature level : 0x0000b100
feature level : 0x0000c000
feature level : 0x0000c100
MaxSupportedFeatureLevel : 0x0000c100
HighestShaderModel : 0x60
WaveOps : yes
WaveLaneCountMin : 32
WaveLaneCountMax : 32
TotalLaneCount : 1920
ExpandedComputeResourceStates : yes
Int64ShaderOps : yes
RootSignature.HighestVersion : 0x2
Loaded GPU system: DirectX
GPU primary driver version: 31.0.15.3758
GPU device count: 1
GPU device names: NVIDIA GeForce GTX 1070
GPU3 allow list: yes
GPU3 deny list: no
GPU3 prev digest: 2D37165D2F2A95F64D841BC954E67A59
GPU3 new digest: 2D37165D2F2A95F64D841BC954E67A59
Need to run gpu self tests : False.
GPU Init Status (part 1): I2_GPU2
GPU3 Hard Status Result (part 1): unknown
GPU3 Soft Status Result (part 1): success
GPU4 Hard Status Result (part 1): unknown
GPU4 Soft Status Result (part 1): success
NVIDIA GeForce GTX 1070: Building compute pipeline state (1/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (2/259)
Intel Compiler: no
NVIDIA GeForce GTX 1070: Building compute pipeline state (3/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (4/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (5/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (6/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (7/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (8/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (9/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (10/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (11/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (12/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (13/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (14/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (15/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (16/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (17/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (18/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (19/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (20/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (21/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (22/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (23/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (24/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (25/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (26/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (27/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (28/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (29/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (30/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (31/259)
NVIDIA GeForce GTX 1070: Building compute pipeline state (32/259)
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GPU Init Status (part 2): I4_GPU4
GPU3 Hard Status Result (part 2): success
GPU3 Soft Status Result (part 2): success
GPU4 Hard Status Result (part 2): success
GPU4 Soft Status Result (part 2): success

 

 

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Community Beginner ,
Oct 12, 2023 Oct 12, 2023

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Tried increasing the size of the side panel, but I can only do this on the library panel and I think that doesn´t carry over to develop. And as soon as I hit Develop, LR is dead.

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