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1

P: ACR 18, LrC v15.0 & LrD 9.0 Landscape masking does not work

Community Beginner ,
Oct 31, 2025 Oct 31, 2025

Landscape AI masking does not work in LRC V15. After a while no mask is generated nor displayed.

Using latest W10 64 version, i7 with 32GB RAM,  Nvidia Quadro p620 with latest drivers (DirectX V12) and latest LRC process (V6). Everything worked fine until the update.

Have tried disabling graphic card and same results. Any clue ? Is that happening to someone else ?

Bug Unresolved
TOPICS
Windows
405
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correct answers 1 Pinned Reply

Adobe Employee , Nov 05, 2025 Nov 05, 2025

The team is aware of this issue. You can update the Graphics drivers on your machine and set the default GPU for Lightroom. Click here for the steps. If Landscape masking still fails, please share the Camera Logs from this location: %APPDATA%\Adobe\CameraRaw > Logs folder

A shortcut to get to this folder on Windows is: 

  • Press the Windows + R
  • Enter %APPDATA%\Adobe\CameraRaw

Upload the contents of the Logs folder to any file-sharing service and share a public link to the logs here, or via direct

...
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27 Comments
New Here ,
Oct 28, 2025 Oct 28, 2025

Can anybody tell me what I'm doing wrong.  I'm on lightroom desktop and updated to version 9 today but my landscape mask won't work.  It just keeps saying detecting and then goes away.  I"m relatively new so could be user error. Thanks.

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Adobe Employee ,
Oct 28, 2025 Oct 28, 2025

Hi @namitche, welcome to the community!
Could you share a bit more about what’s happening? Does this occur with every photo or just specific ones? If it’s only certain photos, what file format are they? Also, if you can share a screenshot or a quick screen recording of the issue, along with the version of macOS you’re using, that would really help us investigate further.
Thanks so much!
Alek

*(If you mention me with an @, like @Aleke, I’ll get a notification and can respond faster.)*
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Community Beginner ,
Oct 29, 2025 Oct 29, 2025

Moin,

Ich habe vorhin die neuste LR-Classic Version installiert.

Lightroom Classic-Version: 15.0 [ 202510171722-44f87028 ]

Die Benutzung der Landschaftsmaske führt zu einem Treiber-Timeout(AMD -RX Vega 11).
Danach lassen sich andere Masken auch nicht mehr erstellen

Nach Neustart von LR-Classic lassen sich alle anderen Masken erstellen und funktionieren einwandfrei, sobald aber Landschaftsmaske ausgewählt wird wiederholt sich das oben angeführte Phänomen.
Das passiert unabhängig davon, ob Grafikbeschleunigung aktiviert ist oder nicht.

VG
Axel

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LEGEND ,
Oct 29, 2025 Oct 29, 2025

First thing to try is to make sure you have installed the most current GPU driver.

 

If that doesn't work, you are working with an 8 year old GPU, and it may be that this old GPU cannot handle the task properly.

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Adobe Employee ,
Oct 29, 2025 Oct 29, 2025

Hi @Axel HH

 

Sorry to hear about the experience. I agree with the suggestion to update your GPU drivers, shared by @dj_paige.  More detailed GPU troubleshooting steps are shared here: https://adobe.ly/3LhNpIM

 

If that doesn't help, to help us investigate further, could you please share the following details:

  • Your System Info (go to Help > System Info in Lightroom Classic and copy the details here)

  • Whether the issue occurs with all images or a specific one

  • If you’ve tried resetting Lightroom Classic preferences yet, if not, do give it a try. Here’s the link to the official guide for resetting preferences in Lightroom Classic:
    https://adobe.ly/4hCBKAD

    Important: Please remember to back up the folders before deleting deleting them.

 

Let us know how it goes!

 

Regards,

Srishti

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Community Beginner ,
Oct 30, 2025 Oct 30, 2025

Hallo Srishti,

Ich habe alles durchgeführt.
- Treiber-Update
- Preferenzen zurückgesetzt.
Es passiert weiterhin bei jedem Bild, die Maskenauswahl "Landschaft" verursacht den Fehler "Treiber Timeout"
Alle andere Masken funktionieren.

Viele Grüße Axel

 

 

Lightroom Classic-Version: 15.0 [ 202510171722-44f87028 ]
Lizenz: Creative Cloud
Spracheinstellung: de
Betriebssystem: Windows 11 - Home Premium Edition
Version: 11.0.26200
Anwendungsarchitektur: x64
Systemarchitektur: x64
Anzahl logischer Prozessoren: 8
Prozessorgeschwindigkeit: 3,6GHz
SQLite-Version: 3.36.0
CPU-Auslastung: 6,0%
Stromquelle: Angeschlossen
Integrierter Speicher: 14244,6 MB
Dedizierter GPU-Speicher, der von Lightroom verwendet wird: 531,9MB / 2033,5MB (26%)
Für Lightroom verfügbarer phys. Speicher: 14244,6 MB
Von Lightroom verwendeter phys. Speicher: 1977,0 MB (13,8%)
Von Lightroom verwendeter virtueller Speicher: 2775,2 MB
Anzahl GDI-Objekte: 873
Anzahl BENUTZER-Objekte: 3535
Anzahl Prozess-Handles: 2381
Cache-Speichergröße: 312,1MB
Interne Camera Raw-Version: 18.0 [ 2389 ]
Maximale Anzahl Threads, die Camera Raw verwendet: 5
Camera Raw SIMD-Optimierung: SSE2,AVX,AVX2
Virtueller Speicher in Camera Raw: 591MB / 7122MB (8%)
Physischer Speicher in Camera Raw: 683MB / 14244MB (4%)

Cache1:
Final1- RAM:533,0MB, VRAM:0,0MB, IMG_1981.CR2
NT- RAM:533,0MB, VRAM:0,0MB, Combined:533,0MB

Cache2:
m:312,1MB, n:117,6MB

U-main: 111,0MB

DPI-Einstellung des Systems: 144 DPI (High-DPI-Modus)
Desktop-Komposition aktiviert: Ja
Standardvorschaugröße: 3840 Pixel
Monitore/Anzeigegeräte: 1) 3840x2160
Eingabetypen: Multitouch: Nein, integrierte Toucheingabe: Nein, integrierter Stift: Nein, externe Toucheingabe: Nein, externer Stift: Nein, Tastatur: Nein

Informationen zum Grafikprozessor:
DirectX: AMD Radeon(TM) RX Vega 11 Graphics (31.0.21923.11000)
Anfangsstatus: GPU für die Anzeige wird standardmäßig mit Unterstützung für Bildverarbeitung und Export im benutzerdefinierten Modus unterstützt
Benutzerpräferenz: Automatisch
HDR in Bibliothek aktivieren: AUS
GPU zur Vorschauerstellung: Auto (S4_1)

Anwendungsordner: C:\Program Files\Adobe\Adobe Lightroom Classic
Bibliothekspfad: C:\Canon\Lightroom\2022-Genua\2022-Genua-v13-4.lrcat
Einstellungen-Ordner: C:\Users\werne\AppData\Roaming\Adobe\Lightroom

Installierte Zusatzmodule:
1) AdobeStock
2) Flickr
3) HDR Efex Pro 2

Config.lua-Flags:

Adapter Nr. 1: Anbieter : 1002
Gerät : 15d8
Subsystem : 8643103c
Version : c8
Grafikspeicher : 2033
Adapter Nr. 2: Anbieter : 1414
Gerät : 8c
Subsystem : 0
Version : 0
Grafikspeicher : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: System Default - Lautsprecher (Realtek(R) Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: Uninitialized
Direct2DEnabled: false
GL_ACCUM_ALPHA_BITS: 8
GL_ACCUM_BLUE_BITS: 8
GL_ACCUM_GREEN_BITS: 8
GL_ACCUM_RED_BITS: 8
GL_ALPHA_BITS: 8
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 32
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(TM) RX Vega 11 Graphics
GL_SHADING_LANGUAGE_VERSION: 4.60
GL_STENCIL_BITS: 8
GL_VENDOR: ATI Technologies Inc.
GL_VERSION: 4.6.0 Compatibility Profile Context 25.8.1.250617
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_EXT_abgr GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_texture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_subtexture GL_EXT_texture3D GL_EXT_bgra GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_multitexture GL_IBM_texture_mirrored_repeat GL_ARB_multisample GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_cube_map GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_NV_blend_square GL_NV_texgen_reflection GL_SUN_multi_draw_arrays WGL_EXT_swap_control GL_ARB_point_parameters GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_NV_half_float GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_vertex_program GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texture_rectangle GL_NV_primitive_restart GL_S3_s3tc GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_occlusion_query GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_EXT_blend_equation_separate GL_EXT_depth_bounds_test GL_ARB_color_buffer_float GL_ARB_draw_buffers GL_ARB_half_float_pixel GL_ARB_pixel_buffer_object GL_ARB_texture_float GL_ARB_texture_rectangle GL_EXT_framebuffer_object GL_EXT_pixel_buffer_object GL_EXT_texture_mirror_clamp GL_NV_float_buffer GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_ATI_separate_stencil GL_ATI_shader_texture_lod GL_ATI_texture_mirror_once GL_EXT_bindable_uniform GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_packed_float GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_integer GL_EXT_transform_feedback GL_NV_depth_buffer_float GL_OES_EGL_image GL_EXT_provoking_vertex GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_vertex_array_bgra GL_NV_conditional_render GL_ARB_depth_buffer_float GL_ARB_draw_instanced GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_texture_buffer_object GL_ARB_texture_compression_rgtc GL_ARB_texture_rg GL_ARB_transform_feedback GL_ARB_vertex_array_object GL_EXT_direct_state_access GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_AMD_conservative_depth GL_AMD_seamless_cubemap_per_texture GL_AMD_texture_cube_map_array GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_seamless_cube_map GL_ARB_shader_texture_lod GL_ARB_sync GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_cube_map_array GL_ARB_texture_gather GL_ARB_texture_multisample GL_ARB_texture_multisample_no_array GL_ARB_texture_query_lod GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ATI_meminfo GL_EXT_texture_storage GL_NV_copy_image GL_NV_texture_barrier GL_AMD_blend_minmax_factor GL_AMD_depth_clamp_separate GL_AMD_sample_positions GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_compressed_texture_pixel_storage GL_ARB_debug_output GL_ARB_draw_indirect GL_ARB_explicit_attrib_location GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_occlusion_query2 GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shading_language_packing GL_ARB_tessellation_shader GL_ARB_texture_compression_bptc GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_vertex_attrib_64bit GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_EXT_shader_image_load_store GL_EXT_texture_sRGB_decode GL_EXT_vertex_attrib_64bit GL_AMD_multi_draw_indirect GL_AMD_pinned_memory GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_conservative_depth GL_ARB_internalformat_query GL_ARB_shader_atomic_counters GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_ARB_transform_feedback_instanced GL_EXT_debug_label GL_AMD_query_buffer_object GL_AMD_shader_trinary_minmax GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_clear_buffer_object GL_ARB_compute_shader GL_ARB_copy_image GL_ARB_explicit_uniform_location GL_ARB_fragment_layer_viewport GL_ARB_framebuffer_no_attachments GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_stencil_texturing GL_ARB_texture_buffer_range GL_ARB_texture_query_levels GL_ARB_texture_storage_multisample GL_ARB_texture_view GL_ARB_vertex_attrib_binding GL_EXT_copy_buffer GL_KHR_debug GL_KHR_texture_compression_astc_ldr GL_AMD_gpu_shader_half_float GL_AMD_gpu_shader_int64 GL_ARB_bindless_texture GL_ARB_buffer_storage GL_ARB_clear_texture GL_ARB_enhanced_layouts GL_ARB_indirect_parameters GL_ARB_multi_bind GL_ARB_query_buffer_object GL_ARB_seamless_cubemap_per_texture GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_sparse_texture GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_stencil8 GL_ARB_vertex_type_10f_11f_11f_rev GL_EXT_shader_integer_mix GL_EXT_timer_query GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_NV_shader_atomic_int64 GL_ARB_clip_control GL_ARB_conditional_render_inverted GL_ARB_cull_distance GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_get_texture_sub_image GL_ARB_pipeline_statistics_query GL_ARB_shader_texture_image_samples GL_ARB_sparse_buffer GL_ARB_texture_barrier GL_ARB_transform_feedback_overflow_query GL_EXT_polygon_offset_clamp GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_OVR_multiview GL_ARB_parallel_shader_compile GL_ARB_sample_locations GL_ARB_shader_atomic_counter_ops GL_ARB_shader_ballot GL_ARB_shader_clock GL_ARB_shader_viewport_layer_array GL_ARB_texture_filter_minmax GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_RG8 GL_KHR_no_error GL_OVR_multiview2 GL_ARB_gl_spirv GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_semaphore GL_EXT_semaphore_win32 GL_AMD_gpu_shader_int16 GL_ARB_polygon_offset_clamp GL_ARB_spirv_extensions GL_ARB_texture_filter_anisotropic GL_EXT_texture_compression_bptc GL_KHR_parallel_shader_compile GL_KHR_shader_subgroup GL_EXT_nonuniform_qualifier GL_NV_timeline_semaphore




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Community Expert ,
Oct 30, 2025 Oct 30, 2025

I also agreed with @dj_paige.

What happened if you switch off the GPU support from the Lightroom preferences?

Go to Lightroom > Preferences > Performance tab > Uncheck "Use Graphics Processor" > Restart Lightroom.

https://helpx.adobe.com/lightroom-classic/kb/troubleshoot-gpu.html

 

My System: Intel i7-8700K - 64GB RAM - NVidia Geforce RTX 3060 - Windows 11 Pro 25H2 -- LR-Classic 15 - Photoshop 27 - Nik Collection 8 - PureRAW 5 - Topaz Photo
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Community Beginner ,
Oct 31, 2025 Oct 31, 2025

Update: while checking preferences, GPU appears as disabled due to an error (not specified). I know it is a relatively weak GPU but it worked flawlessly in previous versions.

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Community Beginner ,
Oct 31, 2025 Oct 31, 2025

Here's the system info:

Versión de Lightroom Classic: 15.0 [ 202510171722-44f87028 ]
Licencia: Creative Cloud
Configuración de idioma: es
Sistema operativo: Windows 10 - Home Premium Edition
Versión: 10.0.19045
Arquitectura de la aplicación: x64
Arquitectura del sistema: x64
Cantidad de procesadores lógicos: 8
Velocidad del procesador: 3,0GHz
Versión de SqLite: 3.36.0
Utilización de CPU: 4,0%
Fuente de alimentación: Conectado
Memoria incorporada: 32684,7 MB
Memoria de GPU dedicada que utiliza Lightroom: 373,1MB / 1962,4MB (19%)
Memoria real disponible para Lightroom: 32684,7 MB
Memoria real usada por Lightroom: 5139,1 MB (15,7%)
Memoria virtual usada por Lightroom: 7162,4 MB
Recuento de objetos de GDI: 1222
Recuento de objetos de USUARIO: 3716
Recuento de identificadores de procesos: 2903
Tamaño de memoria de caché: 986,2MB
Versión interna de Camera Raw: 18.0 [ 2389 ]
Número máximo de subprocesos que usa Camera Raw: 5
Optimización de SIMD de Raw de cámara: SSE2,AVX,AVX2
Memoria virtual de Camera Raw: 1205MB / 16342MB (7%)
Memoria real de Camera Raw: 1280MB / 32684MB (3%)

Cache1:
Final1- RAM:166,0MB, VRAM:0,0MB, _DSC0427.ARW
Final2- RAM:582,0MB, VRAM:0,0MB, _DSC0429.ARW
NT- RAM:748,0MB, VRAM:0,0MB, Combined:748,0MB

Cache2:
m:986,2MB, n:331,1MB

U-main: 139,0MB

Ajustes de PPP del sistema: 96 PPP
Composición de escritorio activada: Sí
Tamaño de previsualización estándar: 1440 píxeles
Pantallas: 1) 2560x1440, 2) 1280x1024
Tipos de entrada: Multitoque: No, Toque integrado: No, Pluma integrada: No, Toque externo: No, Pluma externa: No, Teclado: No

Información de procesador gráfico:
DirectX: NVIDIA Quadro P620 (32.0.15.8142)
Estado inicial: GPU desconectada
Preferencia del usuario: Automático
Activar HDR en la Biblioteca: DESACTIVADO
GPU para la generación de vistas previas:Automático (S6_1)

Carpeta de la aplicación: C:\Program Files\Adobe\Adobe Lightroom Classic
Ruta de la biblioteca: C:\Catalogos_LR\LR_2015-2016_V15\LR_2015-2016_V15.lrcat
Carpeta de ajustes: C:\Users\larda\AppData\Roaming\Adobe\Lightroom

Plugins instalados:
1) Adobe Stock
2) DxO PureRAW 5
3) DxO PureRAW 5 Importer
4) Flickr
5) HDR Efex Pro 2
6) Helicon Focus Export
7) LensTagger Exif Tool
8) Parámetros del complemento

Indicadores config.lua:

Adaptador #1: Proveedor : 10de
Dispositivo : 1cb6
Subsistema : 126410de
Revisión : a1
Memoria de vídeo : 1962
Adaptador #2: Proveedor : 1414
Dispositivo : 8c
Subsistema : 0
Revisión : 0
Memoria de vídeo : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: System Default - Altavoces (Realtek(R) Audio)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: LR5x26
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: Quadro P620/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 581.42
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_cl_event GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters 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Community Beginner ,
Oct 31, 2025 Oct 31, 2025

I've just upgraded to LR Classic v15 with odd (never seen before) behavior I've narrowed down to lansscape masking. 

 

When I invoke Landscape masking, there is significant delay and the program simply reverts to the develop panel as if I never tried to mask and NO mask was produced.  All other masking functions work correctly.  Additionally immediately after this happens, the GPU acceleration has been set to OFF and cannot be re-enabled until I rename the folder "Adobe Photoshop Lightroom Classic" (in: C:\Users\<user>\AppData\Roaming\Adobe\CameraRaw\GPU) then restart LR - when it defaults to "Auto".

 

When this happens, I cannot select any other image in the filmstrip...it stays on the image for which I attempted the Landscape mask.

 

I've tried the exact same procedure on the same image from PS/Camera Raw with the same result except this error comes up:

JDBlock_0-1761936322053.png

If I restart PS, the GPU acceleration is re-enabled (no files need to be renamed).

 

This error accurs on ANY image I've tried (over a dozen) and the images have clearly obvious landscape features.

 

Here's what I've done so far to no avail:

- Reset Preferences (multiple times)

- Uninstalled and reinstalled LR Classic

- Updated the GPU drivers to the latest (Twice)

- Completely re-imported all images to LR

 

My hardware has executed these functions all previous LR versions for the past 5 years.  Heres my LR System Info BEFORE the error:

Lightroom Classic version: 15.0 [ 202510171722-44f87028 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 10 - Enterprise Edition
Version: 10.0.19045
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 4.0GHz
SqLite Version: 3.36.0
CPU Utilisation: 2.0%
Power Source: Plugged In
Built-in memory: 32711.6 MB
Dedicated GPU memory used by Lightroom: 2302.6MB / 4030.6MB (57%)
Real memory available to Lightroom: 32711.6 MB
Real memory used by Lightroom: 1667.1 MB (5.0%)
Virtual memory used by Lightroom: 4284.6 MB
GDI objects count: 717
USER objects count: 2432
Process handles count: 2502
Memory cache size: 229.5MB
Internal Camera Raw version: 18.0 [ 2389 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 223MB / 16355MB (1%)
Camera Raw real memory: 294MB / 32711MB (0%)
 
Cache1: 
Final1- RAM:167.0MB, VRAM:798.0MB, _36A0684.CR3
NT- RAM:167.0MB, VRAM:798.0MB, Combined:965.0MB
 
Cache2: 
m:229.5MB, n:165.5MB
 
U-main: 99.0MB
 
System DPI setting: 96 DPI (high DPI mode)
Desktop composition enabled: Yes
Standard Preview Size: 3856 pixels
Displays: 1) 1920x1080, 2) 3840x2160
Input types: Multitouch: No, Integrated touch: No, Integrated pen: Yes, External touch: No, External pen: Yes, Keyboard: No
 
Graphics Processor Info: 
DirectX: NVIDIA GeForce GTX 970 (32.0.15.8157)
Init State: GPU for Image Processing supported by default
User Preference: Auto
Enable HDR in Library: OFF
GPU for Preview Generation: Auto (S3_3)
 
Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: C:\Users\Jim\Pictures\Lightroom\Lightroom Catalog.lrcat
Settings Folder: C:\Users\Jim\AppData\Roaming\Adobe\Lightroom
 
Installed Plugins: 
1) AdobeStock
2) Flickr
3) HDR Efex Pro 2
 
Config.lua flags: 
 
Adapter #1: Vendor : 10de
Device : 13c2
Subsystem : 39753842
Revision : a1
Video Memory : 4030
Adapter #2: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: System Default - Speakers (Sound Blaster Recon3Di)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: Uninitialized
Direct2DEnabled: false
GL_ACCUM_ALPHA_BITS: 16
GL_ACCUM_BLUE_BITS: 16
GL_ACCUM_GREEN_BITS: 16
GL_ACCUM_RED_BITS: 16
GL_ALPHA_BITS: 0
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 24
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 2048
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS: 4
GL_MAX_VIEWPORT_DIMS: 16384,16384
GL_RED_BITS: 8
GL_RENDERER: NVIDIA GeForce GTX 970/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 581.57
GPUDeviceEnabled: false
OGLEnabled: true
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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_NV_blend_minmax_factor 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_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_program_multiview 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_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_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 
 
Any insight or suggestions would be appreciated.
 
Jim
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LEGEND ,
Oct 31, 2025 Oct 31, 2025

Make sure you have the most recent Studio driver for your GPU. If that doesn't help ...

 

You have an 11 year old GPU, I'm not surprised that it cannot perform some tasks at all.

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Adobe Employee ,
Oct 31, 2025 Oct 31, 2025

Hi @javierv82750378

 

Thanks for reporting this. Could you please share a few more details so we can look into this further?

  • Does the issue occur with all images or only specific file types (e.g., RAW, JPEG)?

  • Do you notice the same behavior when using Select Sky or Select Subject?

 

You may also follow the steps shared here https://helpx.adobe.com/lightroom-cc/kb/troubleshoot-gpu.html

 

Regards,

Srishti

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LEGEND ,
Oct 31, 2025 Oct 31, 2025

"DirectX: NVIDIA GeForce GTX 970 (32.0.15.8157)"

 

That's the most recent driver (Nvidia doesn't provide Studio drivers for that GPU). Try installing an older driver, e.g. from August 12 or May 12:

https://www.nvidia.com/en-us/drivers/

 

Do a clean installation of the driver, as described in step 3 of solution 4:

https://helpx.adobe.com/lightroom-classic/kb/troubleshoot-gpu.html#solution-4

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Community Beginner ,
Oct 31, 2025 Oct 31, 2025

Thank you johnrellis...the direct links were very useful.  I tried various older drivers back to Jan 2025 (the oldest shown in the NVIDIA site), but to no avail. 

 

I appreciate your help.  It appears to be likely my GPU just ran out of gas for this version.  I reinstalled the previous version of LR Classic for the time being until I can upgrade my GPU.

 
Thanks again for your helpful suggestions and direction.

 

 
-Jim
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Community Beginner ,
Nov 02, 2025 Nov 02, 2025

Hi. Sorry for the delay. I have only tried with Canon raws (CR3). Both Lightroom and ACR (18.0.0.2389) deactivate GPU due to irrecoverable error (?). After that, ACR masking (landscape, subjet and sky) work relying on CPU very slowly. In Lightroom after trying to use the same masks with GPU disabled, do not work either. Basically they do nothing. But if I use another mask like Object, it works and morer surprinsingly something is "unlocked" in Lightroom and Landscape, Subject and Sky all three work but again very slowly. Note that all this happens after GPU has been disabled in both LR and PS-ACR.

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Community Beginner ,
Nov 02, 2025 Nov 02, 2025

Same behavior with jpgs in LR

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Community Beginner ,
Nov 02, 2025 Nov 02, 2025

In LR after enabling GPU in Preferences and restarting, all three masks Sky, Background and Subject work, but Landscape stalls. Nothing happens, the GPU is disabled due to an error and LR Develop module freezes. It works again after going to Library and then back to Develop, but with the limitations I am explaining and GPU disabled.

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New Here ,
Nov 02, 2025 Nov 02, 2025

Hey @Aleke , I have the same issue as Namitche since I recently updated to Lightroom 9.0 so I can answer some of your questions.

- This occurs with every pictures that I tried
- File is RAW

- Im on Windows 10

Before the update, the landscape detection mask worked fine but since, when I try, it freezes and find nothing. Then, as You can see in the video, the app doesn't work anymore, Im unable to use any mask like the brush. Im forced to restart the app

Thank you

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Adobe Employee ,
Nov 03, 2025 Nov 03, 2025

Hey, @Baowherever. Welcome to the Lightroom Community. Thanks for adding the details and the video; it helps.

The original post is about the issue on macOS, and you're on Windows. We'll need more info to help you figure this out. 

 

Please share the system information from Lightroom Help > System info > Copy and paste into a text document > Upload and attach here. 

 

The issue could stem from outdated Graphics drives or unsupported hardware. Troubleshooting the Graphics device drivers can be the first step in mitigating the error you notice. Please follow the steps here: https://adobe.ly/4lW7zWn

 

Let me know how it goes. Thanks! 
Sameer K

(Type '@' and type my name to mention me when you reply)

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Adobe Employee ,
Nov 03, 2025 Nov 03, 2025

Hey, @javierv82750378. Thanks for sharing the System info and the updates.

 

Please follow step 6 in the content here to configure the default GPU for Lightroom: https://adobe.ly/49YQSCI

 

After updating the GPU drivers, try the steps below and check the results. The GPU info & Logs location on Windows is %APPDATA%\Adobe\CameraRaw. A shortcut to get to this folder on Windows is:

  • Press the Windows + R
  • Enter %APPDATA%\Adobe\CameraRaw

    SameerK_0-1684329421513.png

     

  • Rename the GPU & Logs folder in this directory by adding .old at the end. (GPU.old & Logs.old)
  • Launch Lightroom again.

Let me know how it goes. Thanks!
Sameer K

(Type '@' and type my name to mention me when you reply)

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Community Beginner ,
Nov 03, 2025 Nov 03, 2025

Hi Sameer. I've tried to follow the step 6 of the link you kindly sent but it leads me to a page for checking GPU compatibility with PS (no step 6 found). Can you please check on this and send me the right link ? I've run the test however and this is the result (apparently all is OK). I'm sorry is in spanish, but all checked green.

 

javierv82750378_0-1762194478880.png

 

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LEGEND ,
Nov 03, 2025 Nov 03, 2025
quote

Update: while checking preferences, GPU appears as disabled due to an error (not specified). I know it is a relatively weak GPU but it worked flawlessly in previous versions.


By @javierv82750378

 

Just because it worked in previous versions of LrC does not mean this 7 year old GPU will work with the current LrC 15.

 

Please check the driver and make sure you have the most recent Studio (not Game Ready) driver for your GPU.

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Community Beginner ,
Nov 03, 2025 Nov 03, 2025

Performed a clean GPU driver install from NVIDIA and error persists. Here is the content of the v0 log (last three lines repeat until eof):

 

2025-11-03T20:02:19+01:00: cr_sdk_initialize: Adobe Photoshop Lightroom Classic 15.0 (Windows), version 18.0x2389, 64-bit, Release
2025-11-03T20:02:19+01:00: name : NVIDIA Quadro P620
2025-11-03T20:02:19+01:00: VendorId : 4318
2025-11-03T20:02:19+01:00: DeviceId : 7350
2025-11-03T20:02:19+01:00: SubSysId : 308547806
2025-11-03T20:02:19+01:00: Revision : 161
2025-11-03T20:02:19+01:00: DedicatedVideoMemory : 2057756672
2025-11-03T20:02:19+01:00: DedicatedSystemMemory : 0
2025-11-03T20:02:19+01:00: SharedSystemMemory : 17136197632
2025-11-03T20:02:19+01:00: MemoryBudget : 1749093172
2025-11-03T20:02:19+01:00: AdapterLuid.LowPart : 139594380
2025-11-03T20:02:19+01:00: AdapterLuid.HighPart : 0
2025-11-03T20:02:19+01:00: Flags : 0
2025-11-03T20:02:19+01:00: DoublePrecisionFloatShaderOps : yes
2025-11-03T20:02:19+01:00: ConservativeRasterizationTier : 2
2025-11-03T20:02:19+01:00: CrossNodeSharingTier : 0
2025-11-03T20:02:19+01:00: ResourceBindingTier : 3
2025-11-03T20:02:19+01:00: ResourceHeapTier : 1
2025-11-03T20:02:19+01:00: TiledResourcesTier : 3
2025-11-03T20:02:19+01:00: NodeIndex : 0
2025-11-03T20:02:19+01:00: TileBasedRenderer : no
2025-11-03T20:02:19+01:00: UMA : no
2025-11-03T20:02:19+01:00: CacheCoherentUMA : no
2025-11-03T20:02:19+01:00: feature level : 0x00009100
2025-11-03T20:02:19+01:00: feature level : 0x00009200
2025-11-03T20:02:19+01:00: feature level : 0x00009300
2025-11-03T20:02:19+01:00: feature level : 0x0000a000
2025-11-03T20:02:19+01:00: feature level : 0x0000a100
2025-11-03T20:02:19+01:00: feature level : 0x0000b000
2025-11-03T20:02:19+01:00: feature level : 0x0000b100
2025-11-03T20:02:19+01:00: feature level : 0x0000c000
2025-11-03T20:02:19+01:00: feature level : 0x0000c100
2025-11-03T20:02:19+01:00: MaxSupportedFeatureLevel : 0x0000c100
2025-11-03T20:02:19+01:00: HighestShaderModel : 0x60
2025-11-03T20:02:19+01:00: WaveOps : yes
2025-11-03T20:02:19+01:00: WaveLaneCountMin : 32
2025-11-03T20:02:19+01:00: WaveLaneCountMax : 32
2025-11-03T20:02:19+01:00: TotalLaneCount : 512
2025-11-03T20:02:19+01:00: ExpandedComputeResourceStates : yes
2025-11-03T20:02:19+01:00: Int64ShaderOps : yes
2025-11-03T20:02:19+01:00: RootSignature.HighestVersion : 0x2
2025-11-03T20:02:19+01:00: ML inference: default device (Auto Fastest)
2025-11-03T20:02:22+01:00: Image A: H = 1000, W = 1000, Planes = 4
2025-11-03T20:02:22+01:00: Image B: H = 1000, W = 1000, Planes = 4
2025-11-03T20:02:22+01:00: Loaded adobe_c2pa: c2pa-c/0.6.0 c2pa-rs/0.46.0
2025-11-03T20:02:28+01:00: Windows cr_gpu_view backing scale: h= 1.0000, v= 1.0000
2025-11-03T20:02:28+01:00: first frame index is: 0
2025-11-03T20:02:28+01:00: BuildSwapChain 'developAfterLoupeViewnil' format 23
2025-11-03T20:02:28+01:00: Windows cr_gpu_view backing scale: h= 1.0000, v= 1.0000
2025-11-03T20:02:28+01:00: first frame index is: 0
2025-11-03T20:02:28+01:00: BuildSwapChain 'developAfterLoupeViewbefore' format 23
2025-11-03T20:02:42+01:00: CalculateAutoTone: atv2013c
2025-11-03T20:02:42+01:00: ML inference: constrained memory (yes), persistent model loading (no)
2025-11-03T20:02:43+01:00: *** Warning: It is not a portrait. ***
2025-11-03T20:02:49+01:00: *** GL Error: DXGI_ERROR_DEVICE_REMOVED (hr=0x887a0005), Device removed reason: DXGI_ERROR_DEVICE_HUNG (hr=0x887a0006): CreateCommandList failed ***
2025-11-03T20:02:49+01:00: *** GL Error: CreateCommandList failed ***
2025-11-03T20:02:49+01:00: *** Error: dng_exception (200025) in cr_gpu_tile_render_task ***

 

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New Here ,
Nov 03, 2025 Nov 03, 2025

Hey @Sameer K 

Thank you for the quick answer. 
I attached the text document as requested. (Sorry for the french in the document).

I tried the different troubleshooting steps explained in the link you gave me. When I desactivate the "Use graphic processor" in the preferences menu, the landscape masking tool works fine. So I updated my NVIDIA drivers but it didn't change anything. The bug is still there if my "us graphic processor" is activated.

The problem exists only since a few days and my other masking tools are working fine.

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Community Beginner ,
Nov 04, 2025 Nov 04, 2025

Hi Sameer. I performed a clean NVIDIA latest driver install without success. After analyzing the log I sent you yesterday (see previous message) with error descriptions in both W10 and LR, I saw that there is a repeating  DirectX error: "DXGI_ERROR_DEVICE_HUNG (hr=0x887a0006): CreateCommandList failed" that Microsoft describes as:

 

javierv82750378_0-1762260841502.png

"Badly formed commands sent by the application". That is on Windows side.

 

Then I was able to find a similar entry in this forum where the error on the LR side "dng_exception (200025) in cr_gpu_tile_render_task" was described in previous LR version with another GPU.

 

The related entry is in: https://community.adobe.com/t5/lightroom-classic-discussions/gpu-stops-working-when-trying-to-add-a-... 

 

The entry does not specify if issue was solved, but one of the possible solutions Adobe gave to overcome this problem was:

 

"Adjust Windows Graphics Settings:

Go to Settings > System > Display > Graphics.

Under "Add an app," select Desktop app and browse to the Lightroom Classic executable (usually in C:\Program Files\Adobe\Adobe Lightroom Classic).

Click on Lightroom Classic in the list and then click Options.

Set the graphics preference to High performance and save the changes. This ensures Windows is prioritizing your dedicated GPU for Lightroom."

 

I followed these steps and also activated the Hw accelerated GPU programming in Windows 10 (in W10 Graphic Configuration menu also). I never needed to implement these changes with previous LR versions, but this time Landscape mask did work with GPU enabled.  Much slower than before but at least it works.

 

javierv82750378_1-1762261636578.png

 

I am pretty convinced something has changed in LR15 that is causing this behaviour with supported GPUs and expect you can find in short a solution and release an update to the product.

 

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