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Dealing with memory leaks, any workaround known?

New Here ,
May 31, 2024 May 31, 2024

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LRC seems to have severe GPU memory leaks, at least v.13.3. It keeps growing till consuming 80-90% of 12GB VRAM (*), at which point all GPU-intense operations such as AI noise reduction become unberably slow, so I have to restart every 20 minutes or so. It does not contribute to a smooth workflow.

Does anyone know a simpler workaround than just restarting the entire thing (that does not involve disabling GPU acceleration of course)?

 
-----
*) 80-90% is per Windows Task Manager when no op is running in LRC. Lightroom itelf says litreraly the following in System Info: "Dedicated GPU memory used by Lightroom: 13884.1MB / 12107.0MB (114%)"
 
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LEGEND ,
May 31, 2024 May 31, 2024

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Most likely a bug specific to your graphics driver. 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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New Here ,
May 31, 2024 May 31, 2024

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Sure, see below. Thanks!

 

Lightroom Classic version: 13.3 [ 202405092057-40441e28 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 11 - Business Edition
Version: 11.0.22631
Application architecture: x64
System architecture: x64
Logical processor count: 24
Processor speed: 3.1GHz
SqLite Version: 3.36.0
CPU Utilisation: 0.0%
Power Source: Plugged In, 255% 
Built-in memory: 65345.5 MB
Dedicated GPU memory used by Lightroom: 13884.1MB / 12107.0MB (114%)
Real memory available to Lightroom: 65345.5 MB
Real memory used by Lightroom: 14148.7 MB (21.6%)
Virtual memory used by Lightroom: 26105.0 MB
GDI objects count: 1386
USER objects count: 4157
Process handles count: 12999
Memory cache size: 11275.0MB
Internal Camera Raw version: 16.3 [ 1863 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 2488MB / 32672MB (7%)
Camera Raw real memory: 2580MB / 65345MB (3%)
 
Cache1: 
Preview1- RAM:22.0MB, VRAM:0.0MB, DSC09309-Enhanced-NR.dng
Final2- RAM:166.0MB, VRAM:0.0MB, DSC09312-Enhanced-NR.dng
Final3- RAM:622.0MB, VRAM:3208.0MB, DSC09320.ARW
Final4- RAM:166.0MB, VRAM:0.0MB, DSC09336.ARW
Preview5- RAM:22.0MB, VRAM:0.0MB, DSC09310.ARW
Preview6- RAM:22.0MB, VRAM:0.0MB, DSC09308.ARW
NT- RAM:1020.0MB, VRAM:3208.0MB, Combined:4228.0MB
 
Cache2: 
m:11275.0MB, n:1039.4MB
 
U-main: 109.0MB
 
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Standard Preview Size: 2560 pixels
Displays: 1) 2560x1440
Input types: Multitouch: No, Integrated touch: No, Integrated pen: Yes, External touch: No, External pen: No, Keyboard: No
 
Graphics Processor Info: 
DirectX: NVIDIA GeForce RTX 3080 (31.0.15.3598)
Init State: GPU for Export supported by default
User Preference: GPU for Export enabled
 
Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: W:\Lightroom\LR6\catalog-LR-CC-v13-3.lrcat
Settings Folder: C:\Users\zefel\AppData\Roaming\Adobe\Lightroom
 
Installed Plugins: 
1) AdobeStock
2) Epson Print Layout
3) Flickr
4) Nikon Tether Plugin
 
Config.lua flags: 
 
Adapter #1: Vendor : 10de
Device : 220a
Subsystem : 886e1043
Revision : a1
Video Memory : 12107
Adapter #2: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - Speakers (AudioQuest DragonFly Red v1.0)#{comment}DVAAU-4201250: Open the audio hardware preferences page.
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 44100
Build: LR5x120
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 3080/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 535.98
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 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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 ,
May 31, 2024 May 31, 2024

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"NVIDIA GeForce RTX 3080 (31.0.15.3598)"

 

That driver is a year old. As a next step, update to the latest Studio driver here:

https://www.nvidia.com/download/driverResults.aspx/224748/en-us/

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LEGEND ,
May 31, 2024 May 31, 2024

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Graphics Processor Info: 
DirectX: NVIDIA GeForce RTX 3080 (31.0.15.3598)
Init State: GPU for Export supported by default
User Preference: GPU for Export enabled

 

 

 

That would be v535.98 for the GPU driver, released back in May 30, 2023. So a year old. A GPU driver a year old can be considered as Ancient for LrC.

 

At NVIDIA, for the Studio driver, v 555.85 is shown as current. Released May 22, 2024

 

(note, the NVIDIA Game Ready drive, is also currently v 555.85, but NVIDIA recommends Studio drivers for creative apps/users)

 

Dedicated GPU memory used by Lightroom: 13884.1MB / 12107.0MB (114%)

yep, something nasty going on with that.

 

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New Here ,
Jun 01, 2024 Jun 01, 2024

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I updated to NVIDIA GeForce RTX 3080 and optimized the settings for LRC in GeForce Experience.

 

The problem did not go away. I cannot tell whether it is less (or more) pronounced, but it is definitely there.

I also still see more than 100% used for GPU memory in System Info. After ~15 minutes of editing that includes AI-based features GPU memory consumption goes up and down in the range of approx 88% to 115%.

 

 

Lightroom Classic version: 13.3 [ 202405092057-40441e28 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 11 - Business Edition
Version: 11.0.22631
Application architecture: x64
System architecture: x64
Logical processor count: 24
Processor speed: 3.1GHz
SqLite Version: 3.36.0
CPU Utilisation: 0.0%
Power Source: Plugged In, 255% 
Built-in memory: 65345.5 MB
Dedicated GPU memory used by Lightroom: 13474.0MB / 12093.0MB (111%)
Real memory available to Lightroom: 65345.5 MB
Real memory used by Lightroom: 17897.1 MB (27.3%)
Virtual memory used by Lightroom: 24704.6 MB
GDI objects count: 1056
USER objects count: 3900
Process handles count: 7604
Memory cache size: 3204.4MB
Internal Camera Raw version: 16.3 [ 1863 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 1585MB / 32672MB (4%)
Camera Raw real memory: 1794MB / 65345MB (2%)
 
Cache1: 
Final1- RAM:171.0MB, VRAM:511.0MB, DSC00627.ARW
Preview2- RAM:22.0MB, VRAM:0.0MB, DSC00623.ARW
Final3- RAM:166.0MB, VRAM:0.0MB, DSC00641.ARW
Preview4- RAM:22.0MB, VRAM:0.0MB, DSC00643.ARW
Preview5- RAM:22.0MB, VRAM:0.0MB, DSC00619.ARW
Preview6- RAM:22.0MB, VRAM:0.0MB, DSC08853.ARW
Preview7- RAM:22.0MB, VRAM:0.0MB, DSC00624.ARW
Preview8- RAM:22.0MB, VRAM:0.0MB, DSC00621.ARW
Final9- RAM:172.0MB, VRAM:919.0MB, DSC00639.ARW
Preview10- RAM:22.0MB, VRAM:0.0MB, DSC08849.ARW
Preview11- RAM:22.0MB, VRAM:0.0MB, DSC08850.ARW
NT- RAM:685.0MB, VRAM:1430.0MB, Combined:2115.0MB
 
Cache2: 
m:3204.4MB, n:681.0MB
 
U-main: 88.0MB
 
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Standard Preview Size: 2560 pixels
Displays: 1) 2560x1440
Input types: Multitouch: No, Integrated touch: No, Integrated pen: Yes, External touch: No, External pen: No, Keyboard: No
 
Graphics Processor Info: 
DirectX: NVIDIA GeForce RTX 3080 (32.0.15.5585)
Init State: GPU for Export supported by default
User Preference: GPU for Export enabled
 
Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: W:\Lightroom\LR6\catalog-LR-CC-v13-3.lrcat
Settings Folder: C:\Users\zefel\AppData\Roaming\Adobe\Lightroom
 
Installed Plugins: 
1) AdobeStock
2) Epson Print Layout
3) Flickr
4) Nikon Tether Plugin
 
Config.lua flags: 
 
Adapter #1: Vendor : 10de
Device : 220a
Subsystem : 886e1043
Revision : a1
Video Memory : 12093
Adapter #2: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - Speakers (AudioQuest DragonFly Red v1.0)#{comment}DVAAU-4201250: Open the audio hardware preferences page.
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 44100
Build: LR5x120
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 3080/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 555.85
GPUDeviceEnabled: false
OGLEnabled: true
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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 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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 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Jun 02, 2024 Jun 02, 2024

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I have the same issue. It looks like it has to do with the AI-maskings.

 

I can reproduce the memory fill process of the VRAM:

Go to develop editing a image with AI-masks
hit "Ctrl+Alt+U" to refresh the masks
See GPU Memory go up and stay up (sometime it takes 2-3 images)
It fill the whole GPU until Windows starts to stutter


What I tried so far:

Driver updates -> latest (NVIDIA Studio)
LrC -> latest
1 Screen -> no change
Set graphics accel to custom only leave "Use GPU for display" activated


I'm not sure but I think there are two possibilities:

There is a bug in the AI-masking code that does not free memory after masking
It is intentional to keep this in vram as cache for faster analysis


@Adobe

Please search and fix the bug in AI-masking and / or update the documented recommended specs. But if it is a bug, even 24GB+ VRAM will not help as it just fills up and eventually start stuttering as well.

 

Another thing that really bothers me. Every single LrC update I had only worked with the absolut newest studio nvidia driver. Sorry but such a large company should be able to bring an update and support at least the latest two versions and make sure the app does not simply crash all the time. Other devs makes this work as well and they use a lot more complex stuff of the GPUs than you do.

 

Here are my sysinfos:

 

C:\ drive is a 2TB NVME drive

D:\ drive is a 1TB NVME drive (import and work drive)

P:\ drive is a TrueNAS connected with 10Gbe (stores finished images)

All LrC paths including the process are excluded from Windows defender

 

LrC sysinfo

 

Lightroom Classic version: 13.3 [ 202405092057-40441e28 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 11 - Business Edition
Version: 11.0.22631
Application architecture: x64
System architecture: x64
Logical processor count: 16
Processor speed: 3.6GHz
SqLite Version: 3.36.0
CPU Utilisation: 1.0%
Power Source: Plugged In, 255% 
Built-in memory: 65395.9 MB
Dedicated GPU memory used by Lightroom: 8687.7MB / 12110.0MB (71%)
Real memory available to Lightroom: 65395.9 MB
Real memory used by Lightroom: 5258.6 MB (8.0%)
Virtual memory used by Lightroom: 15919.0 MB
GDI objects count: 1018
USER objects count: 2654
Process handles count: 4114
Memory cache size: 1398.4MB
Internal Camera Raw version: 16.3 [ 1863 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 1624MB / 32697MB (4%)
Camera Raw real memory: 1077MB / 65395MB (1%)

Cache1: 
Preview1- RAM:21.0MB, VRAM:0.0MB, 2024-05-09-r6m2-shooting-redacted-redacted-02-4148.cr3
Preview2- RAM:21.0MB, VRAM:0.0MB, 2024-05-09-r6m2-shooting-redacted-redacted-02-4194.cr3
Final3- RAM:190.0MB, VRAM:0.0MB, 2024-05-09-r6m2-shooting-redacted-redacted-02-4314.cr3
Final4- RAM:458.0MB, VRAM:5183.0MB, 2024-05-09-r6m2-shooting-redacted-redacted-02-4256.cr3
Preview5- RAM:21.0MB, VRAM:0.0MB, 2024-05-09-r6m2-shooting-redacted-redacted-02-4489.cr3
Preview6- RAM:21.0MB, VRAM:0.0MB, 2024-05-09-r6m2-shooting-redacted-redacted-02-4180.cr3
Preview7- RAM:21.0MB, VRAM:0.0MB, 2024-05-09-r6m2-shooting-redacted-redacted-02-4522.cr3
Preview8- RAM:21.0MB, VRAM:0.0MB, 2024-05-09-r6m2-shooting-redacted-redacted-02-4329.cr3
Preview9- RAM:21.0MB, VRAM:0.0MB, 2024-05-09-r6m2-shooting-redacted-redacted-02-4183.cr3
Final10- RAM:197.0MB, VRAM:0.0MB, 2024-05-09-r6m2-shooting-redacted-redacted-02-4249.cr3
Preview11- RAM:21.0MB, VRAM:0.0MB, 2024-05-09-r6m2-shooting-redacted-redacted-02-4514.cr3
NT- RAM:1013.0MB, VRAM:5183.0MB, Combined:6196.0MB

Cache2: 
m:1398.4MB, n:826.6MB

U-main: 97.0MB

System DPI setting: 96 DPI
Desktop composition enabled: Yes
Standard Preview Size: 2560 pixels
Displays: 1) 2560x1440, 2) 2560x1440, 3) 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 3060 (32.0.15.5585)
Init State: GPU for Export supported by default
User Preference: GPU for Export enabled

Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: C:\Users\redacted\Pictures\Lightroom\haefelfinger-photo-v13-3.lrcat
Settings Folder: C:\Users\redacted\AppData\Roaming\Adobe\Lightroom

Installed Plugins: 
1) jf Bulk Develop
2) jf Folder Publisher
3) jf Snapshot on Export
4) Pixieset

Config.lua flags: 

Adapter #1: Vendor : 10de
Device : 2487
Subsystem : 397b1462
Revision : a1
Video Memory : 12110
Adapter #2: Vendor : 8086
Device : 3e98
Subsystem : 86941043
Revision : 0
Video Memory : 80
Adapter #3: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - Speakers (3- USB Audio Device)#{comment}DVAAU-4201250: Open the audio hardware preferences page.
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: LR5x120
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 3060/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 555.85
GPUDeviceEnabled: false
OGLEnabled: true
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New Here ,
Jun 02, 2024 Jun 02, 2024

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From what I see probably all features that use AI cause this. E.g. I observed it several times when the only AI-based feature that I used since fresh start was noise reduction. I don't think I observed the same behavior when I did not uses AI featurs.

 

However it could be that the problem is not AI-specific but is much more ponounced when AI is used. LRC does tend to become slower with time (unsure about VRAM usage), however without AI it typically takes hours, not minutes.

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Community Expert ,
Jun 03, 2024 Jun 03, 2024

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This is a puzzling issue. I don't doubt it's real, but I have never been able to reproduce it, under any circumstances, on either of my two Windows desktop machines.

 

In fact, I'm struggling to even get the VRAM usage high enough for demonstration purposes like here. I am unable to get it above 80-85% or so. But this shows how VRAM usage actually drops dramatically during Denoise:

 

Denoise1.png

 

I'm getting a similar result when Lightroom Classic has run VRAM up in the 80% region, and I then open Photoshop. VRAM usage immediately drops at that point, showing that VRAM is dynamically reallocated to wherever it's needed.

 

I should note here that I'm working with 60 MP raw files.

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Explorer ,
Jun 03, 2024 Jun 03, 2024

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i also experienced this issue and it was observed by an Adobe agent trying to troubleshoot my entire lightroom freezing during sync. 

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New Here ,
Jun 04, 2024 Jun 04, 2024

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Just because you do not see it does not make it less real for all reporting such issues here. I'm a developer as well and I know how difficult it might be to track down such issues. In this case we have a system working with a lot of different hardware and runs code in parallel.

 

I also found reports of Apple users having similar issues. Some might be related, some not but to me there are enough indicators, that it might be an bug. This issue might only happen under specific circumstances but it happens even if the chances are low.

 

Is there any open ticket where we could contribute to? I'd also be happy to do a betatest if the have a potential fix.

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New Here ,
Jun 04, 2024 Jun 04, 2024

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I just contacted adobe support and as far as I know now, they work on this issue. They also have released fixes for the mac version where similar issues occured. I do not know when they have a fix for windows. I also understand that this is not trivial to fix in such a complex system (I'm a developer as well). So it will take time.

 

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New Here ,
Jun 05, 2024 Jun 05, 2024

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Yeah, that's why I actually asked for a workaround for now, not even a fix. Restarting LR every 20 minutes is a pain. I could not find doing this w/o a restart, but the fastest restart is ctrl+, (preferences) -> Restart Lightroom Classic.

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New Here ,
Jun 06, 2024 Jun 06, 2024

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Yes, that makes no fun. I disabled the GPU for for export and previews. Then I have more headroom to work. After editing, I enable GPU for export again to perform the exports. I have no idea how to can work around it.

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Community Expert ,
Jun 06, 2024 Jun 06, 2024

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I disabled the GPU for for export and previews

 

Disabling the GPU option for 'Exports' does not have any affect on previews as they don't currently use GPU acceleration.

 

gpu for export.png

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New Here ,
Jun 06, 2024 Jun 06, 2024

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Ok, my bad. I was not precise enough. I disabled it for export and image processing but kept the display on. This reduced the symptoms as AI is not competing against the image processing task regarding VRAM.

Sure, it does not stop it from happening, but I get more time until I have to restart LrC.

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Explorer ,
Jun 04, 2024 Jun 04, 2024

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I have experienced similar issues on multiple platforms (changed primary computer recently).   In general, my experience is, Lightroom leaks in multipe areas, not just GPU usage.

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New Here ,
Jun 08, 2024 Jun 08, 2024

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I agree. However in other cases it seem to take much longer before restart is needed - hours, not minutes.

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