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Black screen in dev module when using GPU acceleration, wrong color temperature when not

New Here ,
Mar 06, 2019 Mar 06, 2019

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Hello

This is my first time posting here, so feel free to correct me if I make a mistake or you need additional info.

I stumbled across this problem yesterday when I wanted to export a photo I edited in Lightroom.

The exported photo looks like this:

_DSC3394.jpg

However, in Lightroom, the picture looks like this (which is, as you can see, considerably warmer in tone):

This was with GPU acceleration disabled in Lightroom on my desktop PC (you can find Lr's system info output on the bottom of this post - it's in German, but should be readable).

When I enable GPU acceleration, both images look correct, but I oftentimes get a black screen when I head to the develop module which I can only fix by restarting Lightroom only to have it come up again after a few minutes (it's really not usable).

When I do the same thing on my laptop, everything looks fine (my laptop is using GPU acceleration without issues).

Lightroom Classic-Version: 8.2 [ 1204643 ]

Lizenz: Creative Cloud

Spracheinstellung: de

Betriebssystem: Windows 10 - Business Edition

Version: 10.0.17134

Anwendungsarchitektur: x64

Systemarchitektur: x64

Anzahl logischer Prozessoren: 8

Prozessorgeschwindigkeit: 3,0 GHz

Integrierter Speicher: 10231,2 MB

Für Lightroom verfügbarer phys. Speicher: 10231,2 MB

Von Lightroom verwendeter phys. Speicher: 2964,9 MB (28,9%)

Von Lightroom verwendeter virtueller Speicher: 3293,8 MB

Anzahl GDI-Objekte: 782

Anzahl BENUTZER-Objekte: 2758

Anzahl Prozess-Handles: 6159

Cache-Speichergröße: 671,0MB

Interne Camera Raw-Version: 11.2 [ 134 ]

Maximale Anzahl Threads, die Camera Raw verwendet: 5

Camera Raw SIMD-Optimierung: SSE2

Virtueller Speicher in Camera Raw: 2176MB / 5115MB (42%)

Physischer Speicher in Camera Raw: 2187MB / 10231MB (21%)

DPI-Einstellung des Systems: 96 DPI

Desktop-Komposition aktiviert: Ja

Monitore/Anzeigegeräte: 1) 1920x1080, 2) 1366x768

Eingabetypen: Multitouch: Nein, integrierte Toucheingabe: Nein, integrierter Stift: Nein, externe Toucheingabe: Nein, externer Stift: Nein, Tastatur: Nein

Informationen zum Grafikprozessor:

OpenGL: AMD Radeon HD 6800 Series

Check OpenGL support: Passed

Vendor: ATI Technologies Inc.

Version: 3.3.13399 Core Profile Context 15.201.1151.1008

Renderer: AMD Radeon HD 6800 Series

LanguageVersion: 4.40

Total Video Memory: 1012 MB

Anwendungsordner: C:\Program Files\Adobe\Adobe Lightroom Classic CC

Bibliothekspfad: D:\Lightroom Katalog\Lightroom Daten\Lightroom Katalog.lrcat

Einstellungen-Ordner: C:\Users\basti\AppData\Roaming\Adobe\Lightroom

Installierte Zusatzmodule:

1) AdobeStock

2) Facebook

3) Flickr

4) HDR Efex Pro 2

5) Nikon Tether-Zusatzmodul

Config.lua-Flags: None

Adapter Nr. 1: Anbieter : 1002

Gerät : 6739

Subsystem : e174174b

Version : 0

Grafikspeicher : 1011

Adapter Nr. 2: Anbieter : 10de

Gerät : df8

Subsystem : 83510de

Version : a1

Grafikspeicher : 3d3

Adapter Nr. 3: Anbieter : 1414

Gerät : 8c

Subsystem : 0

Version : 0

Grafikspeicher : 0

AudioDeviceIOBlockSize: 1024

AudioDeviceName: Bildschirm HDMI Output (AMD High Definition Audio Device)

AudioDeviceNumberOfChannels: 2

AudioDeviceSampleRate: 48000

Build: 12.1x4

Direct2DEnabled: false

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: AMD Radeon HD 6800 Series

GL_SHADING_LANGUAGE_VERSION: 4.40

GL_STENCIL_BITS: 8

GL_VENDOR: ATI Technologies Inc.

GL_VERSION: 4.5.13399 Compatibility Profile Context 15.201.1151.1008

GPUDeviceEnabled: false

OGLEnabled: true

GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance 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_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth 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_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts 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_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_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging 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_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior 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_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export 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_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient 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_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_snorm 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 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GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram 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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc 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_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp 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correct answers 1 Correct answer

Community Expert , Mar 06, 2019 Mar 06, 2019

First of all, try updating the graphics driver, and see if that will let you work with the GPU enabled.

If that doesn't help, you probably have a defective monitor profile.

Try setting the monitor profile to sRGB (use Adobe RGB if you have a wide gamut monitor).

If that fixes the issue, you should ideally calibrate your monitor with a hardware calibrator.

Go to Control Panel > Color Management.

Add the sRGB profile, then set it as default. Make sure Use my settings for this device is checked.

Restart

...

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Community Expert ,
Mar 06, 2019 Mar 06, 2019

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First of all, try updating the graphics driver, and see if that will let you work with the GPU enabled.

If that doesn't help, you probably have a defective monitor profile.

Try setting the monitor profile to sRGB (use Adobe RGB if you have a wide gamut monitor).

If that fixes the issue, you should ideally calibrate your monitor with a hardware calibrator.

Go to Control Panel > Color Management.

Add the sRGB profile, then set it as default. Make sure Use my settings for this device is checked.

Restart Lightroom to make it aware of the new profile.

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New Here ,
Mar 06, 2019 Mar 06, 2019

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Thanks a lot - that solved it!

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