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Hello im having trouble using lightroom at the point where it's unusable and the workflow becomes very laggy and i can't work like this it drives me crazy.
The requirements are there i dont know if im the only one with this but it needs to be fixed somehow
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Hi John. Thanks for helping all of us here. Here's the system info. I got lazy and hoped for a new better version. But too long waiting. Doesn't make a difference when I turn off the graphics card. It's even slow just scrolling between pics. Maddening: if I click one, it'll select a different one.
Lightroom Classic version: 12.4 [ 202306052221-b70c0975 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 10 - Business Edition
Version: 10.0.22621
Application architecture: x64
System architecture: x64
Logical processor count: 16
Processor speed: 3.6GHz
SqLite Version: 3.36.0
CPU Utilisation: 2.0%
Built-in memory: 65216.1 MB
Dedicated GPU memory used by Lightroom: 799.4MB / 12129.0MB (6%)
Real memory available to Lightroom: 65216.1 MB
Real memory used by Lightroom: 6948.9 MB (10.6%)
Virtual memory used by Lightroom: 17165.1 MB
GDI objects count: 2429
USER objects count: 4747
Process handles count: 13356
Memory cache size: 17595.8MB
Internal Camera Raw version: 15.4 [ 1508 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 3874MB / 32608MB (11%)
Camera Raw real memory: -99863MB / 65216MB (-153%)
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Standard Preview Size: 1680 pixels
Displays: 1) 1920x1080, 2) 1920x1080
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 (31.0.15.3640)
Init State: GPU for Export supported by default
User Preference: Off
Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: C:\Lightroom Catalogue\Lightroom Catalog-2-2-v12.lrcat
Settings Folder: C:\Users\Seb\AppData\Roaming\Adobe\Lightroom
Installed Plugins:
1) AdobeStock
2) Any File
3) Any Filter
4) Any Vision
5) Aurora HDR
6) Backup Cleaner
7) Excire Search
8) Export to Photomatix Pro
9) Find Duplicates 2
10) jb CaptureTime to Exif
11) jb: Search + Replace
12) jb: Syncomatic
13) jb: Video Metadata
14) jf Bag-o-Goodies
15) jf Bulk Develop
16) jf Folder Status
17) jf Geocoding Support
18) jf Metadata Viewer
19) jf Workflow Delete Options
20) Loupedeck2
21) LR/PhotoEngine
22) LR/Transporter
23) Nikon Tether Plugin
24) rc TreeSync Publisher
25) Teekesselchen
26) Topaz Photo AI
Config.lua flags: None
Adapter #1: Vendor : 10de
Device : 2503
Subsystem : 87f31043
Revision : a1
Video Memory : 12129
Adapter #2: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - Speakers (USB Sound Device )#{comment}DVAAU-4201250: Open the audio hardware preferences page.
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
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: 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 536.40
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_NV_memory_object_sparse GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_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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Just one note: I'm on W11, not W10. Not sure why it thinks it's W10...
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"I'm on W11, not W10. Not sure why it thinks it's W10..."
It's a longstanding LR System Info buglet:
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"DirectX: NVIDIA GeForce RTX 3060 (31.0.15.3640)"
That's from 6/29/23. For hygiene, install the latest Nvidia Studio Driver, from 7/18/23:
https://www.nvidia.com/download/driverResults.aspx/209265/en-us/
But that's less likely to be the cause of your issues.
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"Maddening: if I click one [pic], it'll select a different one."
That's often a symptom of corrupt LR preferences. Try resetting them:
https://www.lightroomqueen.com/articles-page/how-do-i-reset-lightrooms-preferences/
LR sometimes soils its preferences file, and resetting it can fix all sorts of wonky behavior. That article explains how to restore the old preferences if resetting doesn't help.
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when we can expect fix for that???
12.3 & 12.4 sucks....
my laptop with geforce gtx 1060 but with 3gb ram is doing great on either 12.3 and 12.4 ????
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LR 12.4 is sadly very very slow, I don't know what happened but performance is really really bad. Hope they fix it very soon because it's almost unusable.
Jumping from one image to another in Develop takes like 3-4 seconds. It is unusable for editing large amount of photos.
I know I could use smart previews, but I would prefer to develop in full resolution. It wasn't this crazy slow before. My computer should be fast enough I think.
Here's my system info:
Lightroom Classic version: 12.4 [ 202306052221-b70c0975 ]
License: Creative Cloud
Language setting: en-GB
Operating system: Mac OS 11
Version: 11.7.7 [20G1345]
Application architecture: x64
Logical processor count: 8
Processor speed: 4,2GHz
SqLite Version: 3.36.0
Built-in memory: 24 576,0 MB
Real memory available to Lightroom: 24 576,0 MB
Real memory used by Lightroom: 1 484,7 MB (6,0%)
Virtual memory used by Lightroom: 8 832,5 MB
Memory cache size: 212,8MB
Internal Camera Raw version: 15.4 [ 1508 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 44MB / 12287MB (0%)
Camera Raw real memory: 46MB / 24576MB (0%)
Standard Preview Size: 5120 pixels
Displays: 1) 5120x2880
Graphics Processor Info:
Metal: AMD Radeon Pro 580
Init State: GPU for Export supported by default
User Preference: GPU for Export enabled
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"Metal: AMD Radeon Pro 580
"Operating system: Mac OS 11
"Version: 11.7.7 [20G1345]"
@Gabor Lenart, try setting Preferences > Performance > Use Graphics Processor to Custom and check only Use GPU For Display. Then try setting it to Off. Do either of those options improve the situation?
LR is very sensitive to issues with older graphics drivers. You're on Mac OS 11, and the only way to get newer drivers is by updating Mac OS. The Radeon Pro 580 is an 6-year-old chip. You don't say which Mac you have, but Mac OS 13 is compatible with many (most?) 2017 Macs, and Mac OS 12 is compatible with all of them.
So if changing Use Graphics Processor options doesn't help, the next step would be to upgrade to Mac OS 13 or 12.
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I have a maxed out 2017 iMac. Everything is maxed out, except the ram but that is 24gb, should be plenty enough.
Yes 6 year old chip, but a very powerful one and you can't expect everyone to upgrade their computer every year... :S
Preferences > Performance > Use Graphics Processor is on Custom already. I tried every setting there, it's not really making any substantial change 😞 I use Mac OS 11 because I have some apps that only run on 11 and I try to postpone the upgrade because I don't have alternatives yet for those 😞
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"Preferences > Performance > Use Graphics Processor is on Custom already. I tried every setting there, it's not really making any substantial change"
Just to remove ambiguity: The System Info you posted show all Use Graphics Processor settings enabled:
User Preference: GPU for Export enabled
You tried with the last two checkboxes unchecked? And then when it was set to Off?
"I use Mac OS 11 because I have some apps that only run on 11 and I try to postpone the upgrade because I don't have alternatives yet for those"
Unfortunately, the only way to get updated graphics drivers on Mac is by updating Mac OS, so you're between a rock and a hard place.
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Yes, I tried to uncheck those boxes too, and I don't see any difference in performance 😞
So the newest LR needs the latest GPU drivers? Isn't the old Mac OS contains all the drivers for the old iMacs? I don't understand how that works. LR just doesn't like older graphic driver softwares?
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In general, GPUs are quite complicated, and their drivers contain many bugs. Manufacturers release new versions of the drivers at least once a month to fix the latest discovered bugs. And there is some evidence in the forums that the manufacturers de-prioritize fixing bugs in drivers for older hardware.
Note that LR doesn't access the graphics hardware directly. Instead, it uses standard interfaces to the hardware provided by the operating system and the corresponding drivers, which hide the details of the individual graphics chips. So LR must assume that those operating-system interfaces are working correctly.
To provide top performance (demanded by users over the past many years), Adobe has been aggressively changing LR and Camera Raw to take better advantage of graphics processors, especially newer ones, not just for the AI commands but for all aspects of LR. As part of this process, LR is often tripping over bugs in drivers. So the number one recommendation in this forum is to ensure you've got the latest drivers, and that fixes a large class of issues for most people (but certainly not all).
Windows allows you to update the graphics drivers independently of the rest of the operating system. E.g. Windows 10 users can still get the latest drivers as well as Windows 11 users. But that's not how Mac works -- in general, Microsoft emphasizes backwards compatibility much more than does Apple (which has its own costs, as the baroque complexity of Windows shows).
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Having the same issue. it is unbreably slow and I've been deleting. It gets faster after restarting lightroom but it doest last long before masks slows down.
I have version 12.5
currently reverting to version 12.2.1 to see if that fixes anything.
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So far it seems like my issue is fixed. Thank you!
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Same here... 13.0.1
Ryzen 7 5700x, RTX 3070 8GB, 32GB RAM.
If I use AI masks, I have to wait seconds for each click. Very annoying when you have thousands of images to work through...
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@LuiKay80, 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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Hello,
I had the same problem: sliders slow or freezing when using AI masks. I had to restart LR to have it working properly for a few pictures.
As recommended at the beginning of this thread, I set Use Graphics Processor to Off and since then, everything is fine. Sliders seem all of a sudden to have been sprayed with a shower of WD40.
So, I spent money on bying a 8 Gb NVidia graphic adapter, not the most expensive indeed but not the cheapest one either, just in order to have good performances using LR and now I'm advised to disable this graphic card if I want to keep on using LR without discontent ?
And if I understand, according to what I'm doing with LR at the moment I have to toggle between use graphic processor On and Off ?
Sounds crazy, doesn't it ?
BTW, I used a one year old PC, RAM 32 Gb, last LR version 13.1 and I updated the graphic adapter drivers yesterday from the manufacturer website, not from NVidia.
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Exactly which graphics card are you using?
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I am having a very similar problem. Any time I try to use one of the AI masks the system bogs down, the mouse freezes and skips, sometimes the screem washes out to white and sometime windows says LRC is not responding for a few seconds. If I am patient I can sometimes get it to recover by doing nothing for a whle and then deleting the mask, but usually I have to quit and restart LRC. Machine is way over spec, and using latest NVIDIA studio driver for 4070 Laptop GPU on Core Ultra 9 185H Windows 11 23H2. Full System Info below:
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Others have reported that disabling Windows High DPI mode helps. The procedure is as follows:
In Explorer or on the Start menu, right-click the application name, select Properties, select the Compatibility tab, and then select the Disable display scaling on high DPI settings check box.
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Thanks Ian-- that (sort of) fixes things.
My DPI options are a little different than what you mention: I have to open the Change high DPI Settings button popup in Properties, and then play with the High DPI scaling override options. The one that mostly works for me is "System" (not "System (Enhanced)")
This makes all the sliders and text look a bit ugly in LRC, and it does weird things with the size of the mouse cursor (e.g., the normal magnifying glass becomes microscopic) but it does let me do several AI masks on a photo with the system only getting moderately laggy instead of unusable and crashing.
I wonder if Adobe will ever make this work properly on the expensive machine I bought specifically for photo editing. Until then I guess I will just try to enjoy the pixellated Windows 95 vibes...
Really appreciate the tip, though-- I had tried pretty much everything else ot no avail!
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I have exactly the same problem. After using ANY AI tool (AI masks in particular), Lightroom becomes laggy, really slow. If I close it and reopen it it's fast again until the next time that I use an AI mask.
I'm using and high-end system and GPU, with LR and drivers up-to-date to the latest nvidia studio drivers version.
Please fix this bug!! It's 2025 😞
Specs:
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I have exactly the same problem. After using ANY AI tool (AI masks in particular), Lightroom becomes laggy, really slow. If I close it and reopen it it's fast again until the next time that I use an AI mask.
Library Path: G:\2024-08-23 - Matrimonio Elisa e Matteo\2024-08-23 - Matrimonio Elisa e Matteo\2024-08-23 - Matrimonio Elisa e Matteo.lrcat
Do you have a file management issue? Something wrong. with your folder structure?
sub folder:
2024-08-23 - Matrimonio Elisa e Matteo
in folder:
2024-08-23 - Matrimonio Elisa e Matteo
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No problem with file management. This is my working naming convention. The first one is the folder. The second one is LR project's name. When you create a project, LR creates a folder with the same name.
The AI masking problem slowing down LR happens with any project.