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LRC plante systématiquement

New Here ,
Dec 29, 2022 Dec 29, 2022

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Bonjour à tous,

 

Je suis abonné à LRC et je suis lassé de ne quasi pas pouvoir travailler mes photos sans devoir faire des fins de tâche, voire des reset du PC, toute les 5 minutes car LRC plante.

J'ai cherché par moi-même mais je n'arrive pas à trouver le problème.

 

J'ai scindé mon catalogue, purgé le cache régulièrement, effacé l'historique des modifications, effacé les apperçus 1:1 et dynamiques.

Peut-être LRC n'est pas paramétré comme il faut ou y a-t-il une option qui m'échappe et m'empêche de profiter d'un logiciel fonctionnel.

J'ai le dernier driver studio Nvidia pour ma carte graphique GTX1070 8Go, W10 64, 16Go RAM, un i5, LRC est installé sur un SSD, le catalogue et les photos sur un autre SSD.

 

Par ailleurs, j'ai un autre problème : lors de l'importation des photos et que je n'arrive pas à régler. LRC me créé systématiquement dans le catalogue un dossier "2022" dans le dossier "2022" déjà existant. Et je suis obligé de déplacer ces photos dans un second temps.

 

Merci beaucoup pour votre aide.

 

Je copie ci-dessous les infos système issues de LRC :

Version Lightroom Classic: 12.1 [ 202212072312-d7ab524b ]
Licence: Creative Cloud
Paramètre de langue: fr
Système d'exploitation : Windows 10 - Home Premium Edition
Version : 10.0.19044
Architecture de l'application : x64
Architecture du système : x64
Nombre de processeurs logiques: 4
Vitesse du processeur : 3.4Ghz
Version SQLite: 3.36.0
Utilisation du CPU: 27.0%
Mémoire intégrée : 16351.1 Mo
Mémoire GPU dédiée utilisée par Lightroom: 189.8Mo / 8081.0Mo (2%)
Mémoire réelle disponible pour Lightroom : 16351.1 Mo
Mémoire réelle utilisée par Lightroom : 1033.2 Mo (6.3%)
Mémoire virtuelle utilisée par Lightroom : 1311.8 Mo
Nombre d'objets GDI : 664
Nombre d'objets utilisateur : 2086
Nombre de processus gérés : 2545
Taille de la mémoire cache : 269.7Mo
Version interne de Camera Raw: 15.1 [ 1329 ]
Nombre maximal de liens utilisé par Camera Raw : 3
Optimisation SIMD de Camera Raw : SSE2,AVX
Mémoire virtuelle de Camera Raw: 64Mo / 8175Mo (0%)
Mémoire réelle de Camera Raw: 65Mo / 16351Mo (0%)
Paramètre PPP du système : 96 PPP
Composition sur le Bureau activée: Oui
Taille d’aperçu standard: 2560 pixels
Affichages : 1) 2560x1440
Types d'entrée: Tactile multipoint : Non, Tactile intégré : Non, Plume intégrée : Non, Tactile externe : Non, Plume externe : Non, Clavier : Non

Informations relatives au processeur graphique :
DirectX: NVIDIA GeForce GTX 1070 (31.0.15.2756)
État initial: GPU pour l'exportation pris en charge par défaut
Préférence utilisateur: Auto

Dossier de l'application : C:\Program Files\Adobe\Adobe Lightroom Classic
Chemin d'accès à la bibliothèque : E:\Images\Lightroom\Lightroom Catalog-2-v12.lrcat
Dossier des paramètres : C:\Users\Gilles\AppData\Roaming\Adobe\Lightroom

Modules installés :
1) Adobe Stock

Marqueurs Config.lua: None

Adaptateur n° 1: Fournisseur : 10de
Appareil : 1b81
Sous-système : 33021462
Révision : a1
Mémoire vidéo : 8081
Adaptateur n° 2: Fournisseur : 1414
Appareil : 8c
Sous-système : 0
Révision : 0
Mémoire vidéo : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - Haut-parleurs (Focusrite Usb Audio)#{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 GTX 1070/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 527.56
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 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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 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GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_stereo_view_rendering 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

 

 

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Community Expert ,
Dec 29, 2022 Dec 29, 2022

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The first thing that you should try is to switch off the GPU support from the Lightroom preferences and check if that helps to fix the issue.

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

https://helpx.adobe.com/lightroom-classic/kb/lightroom-gpu-faq.html#troubleshooting

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

 

Which graphic driver do you have installed?  "Game-Ready" or "Studio"? If you use the the Game-Ready verison then try the Studio version and do a clean installation for the driver.

 

Another step is to try to reset the Lightroom preferences.

https://www.lightroomqueen.com/how-do-i-reset-lightrooms-preferences/

It's recommended to backup your preferences before you reset the preferences to the default settings:

https://helpx.adobe.com/lightroom-classic/kb/preference-file-and-other-file-locations.html

 

Do you get an error message? If yes, please post the exact message or an screenshot. 

 

For the import issue please check the destination settings in the import dialog. It seems there are doen some settings.

How to transfer photos from a hard drive folder to Photoshop Lightroom Classic (adobe.com)

 

 

 

 

My System: Intel i7-8700K - 64GB RAM - NVidia Geforce GTX 1050 Ti - Windows 10 Pro 22H2 -- LR-Classic 12.1 - Photoshop 24.1. - Nik Collection 5 - Topaz Sharpener AI

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"The first thing that you should try is to switch off the GPU support from the Lightroom preferences and check if that helps to fix the issue."

I tried. LRC seems for the moment more stable for the work I have done but also much slower for each task.
I don't understand, my graphics card exceeds Adobe's recommendations. Is this an compatibility issue?

 

"Which graphic driver do you have installed?  "Game-Ready" or "Studio"? If you use the the Game-Ready verison then try the Studio version and do a clean installation for the driver."

I have the latest "Studio" driver.

 

As you mentioned, I will test going back to the original presets soon.

 

Thank you for your answer.

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