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just updated LR to the latest version. Every time I try to access the new feature of "select objects" with"brush select" or "rectangle select", I get the "something went wrong" error. Other masking operation seem OK and all masking operations were OK with LR 11.
I have an elderly Nvidia 710GT with 1 Gb VRAM so graphics acceleration is naturally disabled. Is this error expected or is it just one of the initial v12 teething troubles to be sorted? I have the latest availalble driver for the card installed. Windows 10 21H2.
Welcome to the Lightroom Community.
Your GPU does not meet the minimum system requirement for Lightroom Classic. Some features might not function as you are experiencing.
On Windows, the GPU info & Logs location is %APPDATA%\Adobe\CameraRaw. A shortcut to get to this folder on Windows is:
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Welcome to the Lightroom Community.
Your GPU does not meet the minimum system requirement for Lightroom Classic. Some features might not function as you are experiencing.
On Windows, the GPU info & Logs location is %APPDATA%\Adobe\CameraRaw. A shortcut to get to this folder on Windows is:
Let me know how it goes.
Thanks!
Sameer K
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I'm afraid this doesn't solve the problem. Will a 2Gb card with the Geforce GT730 chipset meet the minimum requirements -- from what I see in the system requirements, only that the card is 2Gb is stipulated? I don't play games, don't require a high spec graphics card for other applications (music is my main interest) and will not buy a card with a fan.
Thanks!
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Below linked document may provide more useful info regarding the GPU than that provided by System Requirements
https://helpx.adobe.com/lightroom-classic/kb/lightroom-gpu-faq.html
FWIW, if you want to use LrC to full (i.e. benefit from all the performance enhancements provided by the GPU), then 4GB VRAM is a more realistic minimum.
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obviously a better GPU will give better performance but that's not my question. I simply want to know which is the most basic GPU will will actually work without an error --something like the ASUS 730 is well regarded as a budget card which gives a bit more than an on board chip . As I said before, everything worked perfectly OK with LR 11. This problem is new and only seems to appear in the specific feature I listed. .
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"I simply want to know which is the most basic GPU will will actually work without an error"
Unfortunately, other than the requirements listed in the Help article:
https://helpx.adobe.com/lightroom-classic/kb/lightroom-gpu-faq.html#gpu-for-image-processing
there is no authoritative list of compatible graphics cards/chipsets and driver versions. (Adobe has surely not tested all GPUs, much less all combinations of GPUs and drivers.)
In general, if you buy a new graphics card or computer with at least 4 GB of dedicated GPU memory, you're pretty safe. The main problems reported here are with older cards/chipsets and out-of-date drivers. ("Old" = four or five years.)
Most problems with the AI masking commands are caused by buggy graphics drivers. LR stresses the GPU in ways much different than most apps and is often encountering bugs. Note that Intel recently announced that they have moved driver support for their older chipsets into the "legacy support model", which means they've stopped fixing most bugs for their older chipsets; other manufacturers may silently be doing the same, which accounts for why many older chipsets won't work with LR's AI masking.
I recommend that you do the menu command Help > System Info and copy/paste the entire contents here, so we can see the precise hardware and software versions you're running.
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Also, there is an outstanding feature request to allow use of the GPU for AI masking to be disabled in Preferences:
The masking commands run much slower (about 5x slower) when there isn't a GPU available, but they're still usable. To date, Adobe has ignored this feature request, even though issues with AI masking and GPUs and drivers is one of the most common in these forums. So please add your vote and constructive opinion to that thread.
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ok --- here goes
Lightroom Classic version: 12.0 [ 202210031128-9cb7185d ]
License: Creative Cloud
Language setting: en
Operating system: Windows 10 - Home Premium Edition
Version: 10.0.19044
Application architecture: x64
System architecture: x64
Logical processor count: 4
Processor speed: 3.6GHz
SqLite Version: 3.36.0
CPU Utilisation: 4.0%
Built-in memory: 32614.8 MB
Dedicated GPU memory used by Lightroom: 100.8MB / 984.5MB (10%)
Real memory available to Lightroom: 32614.8 MB
Real memory used by Lightroom: 1581.6 MB (4.8%)
Virtual memory used by Lightroom: 2037.1 MB
GDI objects count: 713
USER objects count: 2661
Process handles count: 1901
Memory cache size: 83.7MB
Internal Camera Raw version: 15.0 [ 1261 ]
Maximum thread count used by Camera Raw: 3
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 516MB / 16307MB (3%)
Camera Raw real memory: 570MB / 32614MB (1%)
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Standard Preview Size: 1680 pixels
Displays: 1) 1920x1200
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No
Graphics Processor Info:
DirectX: NVIDIA GeForce GT 710 (30.0.14.7212)
Init State: GPU for Display supported by default
User Preference: Off
Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: C:\Users\david\Pictures\Lightroom\Lightroom CC Classic\Lightroom 12.lrcat
Settings Folder: C:\Users\david\AppData\Roaming\Adobe\Lightroom
Installed Plugins:
1) AdobeStock
2) Flickr
3) HDR Efex Pro 2
4) Nikon Tether Plugin
Config.lua flags: None
Adapter #1: Vendor : 10de
Device : 128b
Subsystem : 8c931462
Revision : a1
Video Memory : 984
Adapter #2: Vendor : 8086
Device : 3e91
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 (RME Babyface)#{comment}DVAAU-4201250: Open the audio hardware preferences page.
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 44100
Build: LR5x19
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 GT 710/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 472.12
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture 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_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_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness 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_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_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_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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs 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_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_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_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render 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_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_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_shader_atomic_counters GL_NV_shader_atomic_float 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_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_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_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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ok, here is the contents of the System Info in case it can help anyone with troubleshooting
Lightroom Classic version: 12.0 [ 202210031128-9cb7185d ]
License: Creative Cloud
Language setting: en
Operating system: Windows 10 - Home Premium Edition
Version: 10.0.19044
Application architecture: x64
System architecture: x64
Logical processor count: 4
Processor speed: 3.6GHz
SqLite Version: 3.36.0
CPU Utilisation: 18.0%
Built-in memory: 32614.8 MB
Dedicated GPU memory used by Lightroom: 100.8MB / 984.5MB (10%)
Real memory available to Lightroom: 32614.8 MB
Real memory used by Lightroom: 1436.6 MB (4.4%)
Virtual memory used by Lightroom: 1883.6 MB
GDI objects count: 709
USER objects count: 2664
Process handles count: 1897
Memory cache size: 405.3MB
Internal Camera Raw version: 15.0 [ 1261 ]
Maximum thread count used by Camera Raw: 3
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 462MB / 16307MB (2%)
Camera Raw real memory: 507MB / 32614MB (1%)
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Standard Preview Size: 1680 pixels
Displays: 1) 1920x1200
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No
Graphics Processor Info:
DirectX: NVIDIA GeForce GT 710 (30.0.14.7212)
Init State: GPU for Display supported by default
User Preference: Off
Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: C:\Users\david\Pictures\Lightroom\Lightroom CC Classic\Lightroom 12.lrcat
Settings Folder: C:\Users\david\AppData\Roaming\Adobe\Lightroom
Installed Plugins:
1) AdobeStock
2) Flickr
3) HDR Efex Pro 2
4) Nikon Tether Plugin
Config.lua flags: None
Adapter #1: Vendor : 10de
Device : 128b
Subsystem : 8c931462
Revision : a1
Video Memory : 984
Adapter #2: Vendor : 8086
Device : 3e91
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 (RME Babyface)#{comment}DVAAU-4201250: Open the audio hardware preferences page.
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 44100
Build: LR5x19
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 GT 710/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 472.12
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture 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_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_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness 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_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_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_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 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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_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_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_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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I recommend that you do the menu command Help > System Info and copy/paste the entire contents here, so we can see the precise hardware and software versions you're running.
I have tried several times to do this but each time the post disappears after a short time. It's possible it's too long for the system or something but on the other hand, I've seen some such posts from others.
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Try copying & paste into a text document > upload to Creative Cloud files (https://assets.adobe.com/files) and share the link with us.
~Sameer
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https://shared-assets.adobe.com/link/b4bdcae9-f1f4-4786-6425-c9b1783cda3c is the link. I have also trying to attach directly.
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very strange -- the text in full has now reappeared, despite having vanished earlier. I'd delete at least one of them but it doesn't even seem to be possible to edit posts, far less delete them - o rperhaps I simply don't know how to.
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"very strange -- the text in full has now reappeared, despite having vanished earlier."
This happens now and then with the third-party platform powering these forums, unfortunately.
"I'd delete at least one of them but it doesn't even seem to be possible to edit posts"
"New" posters can't edit posts until they've become "regular" posters. No worry about the duplicates.
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"DirectX: NVIDIA GeForce GT 710 (30.0.14.7212)"
Looks like that driver is a year old. Nvidia shows a newer driver available (473.81) for the GT 710 that's a "security update" -- not clear if that would include any actual bug fixes. Might be worth a try.
https://www.nvidia.com/Download/driverResults.aspx/191970/en-us/
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Interesting -- the package I installed claimed to be the latest driver (I saw it was a year old) but certainly your installer is more recent. Unfortunately it doesn't help with the specific problem though. The Geforce GT1030 2Gb (for instance Asus) is supposedly DirectX 12 compatible which is an LR system requirement and I'd be willing to upgrade to that but going to 4Gb cards is a more major step and hardly any of these have passive cooling as they are designed for performance -- as I've said my system is above all for audio so must be silent.
Anyway, thanks for your continuing help, johnrellis.
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just to update-- I got an Asus passive cooling GT1030 and the error is gone. Although it's hardly a high powered card, I already notice some improvement in general in display quality and functions.
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Hi
I have just read your post, what I recommend is you go into lightroom classic and you go to edit preferences and go to performance and where it says uses graphics processor if it is set to auto I would recommend you ever set it to custom or turn it off and see what that does and if that does not work I would then use custom and see what happens.
hope all goes well.
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Unfortunately, the AI masking commands don't obey the setting of Preferences > Performance > Use Graphics Processor:
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Just to make sure, I did try this but confirm that disabling the GPU makes no difference. Just to be clear, on my system "slect sky", "select subject" and "select background" do all work in LR12. It is only the new "brush" and "rectangle select" features which don't.
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ok thankyou for letting us all know, what I would do is contact adobe about it because they may be able to fix it