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0

Masking is slow

Participant ,
Sep 23, 2024 Sep 23, 2024

Latest release is painfully slow with even the first mask requested.  This is now worse than prior releases.  Whether GPU is enabled or not makes no difference.

Even the pins and lines for linear and radial masks when never hidden can be hidden.

-----

System info below:

Lightroom Classic version: 13.5.1 [ 202408271704-d15d09cd ]
License: Creative Cloud
Language setting: en
Operating system: Windows 11 - Business Edition
Version: 11.0.22631
Application architecture: x64
System architecture: x64
Logical processor count: 12
Processor speed: 3.6GHz
SqLite Version: 3.36.0
CPU Utilisation: 1.0%
Power Source: Plugged In
Built-in memory: 65480.1 MB
Dedicated GPU memory used by Lightroom: 6523.1MB / 8017.0MB (81%)
Real memory available to Lightroom: 65480.1 MB
Real memory used by Lightroom: 8064.9 MB (12.3%)
Virtual memory used by Lightroom: 15518.3 MB
GDI objects count: 1292
USER objects count: 3005
Process handles count: 5189
Memory cache size: 5113.2MB
Internal Camera Raw version: 16.5 [ 1954 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 2286MB / 32740MB (6%)
Camera Raw real memory: 369MB / 65480MB (0%)

Cache1:
Final1- RAM:352.0MB, VRAM:0.0MB, 4G3A4002.CR3
Preview2- RAM:22.0MB, VRAM:0.0MB, 4G3A3996.CR3
Preview3- RAM:22.0MB, VRAM:0.0MB, 4G3A4006.CR3
Preview4- RAM:22.0MB, VRAM:0.0MB, 4G3A3997.CR3
Preview5- RAM:22.0MB, VRAM:0.0MB, 4G3A4004.CR3
Preview6- RAM:22.0MB, VRAM:0.0MB, 4G3A3998.CR3
Preview7- RAM:22.0MB, VRAM:0.0MB, 4G3A3999.CR3
Final8- RAM:569.0MB, VRAM:1880.0MB, 4G3A4001.CR3
Preview9- RAM:22.0MB, VRAM:0.0MB, 4G3A4003.CR3
Final10- RAM:352.0MB, VRAM:0.0MB, 4G3A4000.CR3
Preview11- RAM:22.0MB, VRAM:0.0MB, 4G3A4005.CR3
NT- RAM:1449.0MB, VRAM:1880.0MB, Combined:3329.0MB

Cache2:
m:5113.2MB, n:1431.5MB

U-main: 144.0MB

System DPI setting: 96 DPI
Desktop composition enabled: Yes
Standard Preview Size: 2560 pixels
Displays: 1) 1920x1200, 2) 2560x1440, 3) 2560x1440
Input types: Multitouch: No, Integrated touch: No, Integrated pen: Yes, External touch: No, External pen: Yes, Keyboard: No

Graphics Processor Info:
DirectX: NVIDIA GeForce RTX 3070 Ti (32.0.15.5599)
Init State: GPU for Export supported by default
User Preference: Auto
Enable HDR in Library: OFF

Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: D:\Photos\Lightroom catalog\Master catalog-2020-v13-3.lrcat
Settings Folder: C:\Users\fishe\AppData\Roaming\Adobe\Lightroom

Installed Plugins:
1) AdobeStock
2) Flickr
3) Nikon Tether Plugin

Config.lua flags:

Adapter #1: Vendor : 10de
Device : 2482
Subsystem : 14b210de
Revision : a1
Video Memory : 8017
Adapter #2: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - Speakers (ASUS Xonar DX Audio Device)#{comment}DVAAU-4201250: Open the audio hardware preferences page.
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: LR5x120
Direct2DEnabled: false
GL_ACCUM_ALPHA_BITS: 16
GL_ACCUM_BLUE_BITS: 16
GL_ACCUM_GREEN_BITS: 16
GL_ACCUM_RED_BITS: 16
GL_ALPHA_BITS: 0
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 24
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_SIZE: 32768
GL_MAX_TEXTURE_UNITS: 4
GL_MAX_VIEWPORT_DIMS: 32768,32768
GL_RED_BITS: 8
GL_RENDERER: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 555.99
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_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_program_multiview 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

----

Any help appreciated, as workflow has slowed to a crawl at best..

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Windows
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correct answers 1 Correct answer

LEGEND , Sep 23, 2024 Sep 23, 2024

"DirectX: NVIDIA GeForce RTX 3070 Ti (32.0.15.5599)"

 

That driver is several months old. As a first step, update to the latest Studio driver:

https://www.nvidia.com/en-us/drivers/details/232604/

 

"Whether GPU is enabled or not makes no difference."

 

LR's AI commands inexplicably ignore the setting of Preferences > Performance > Use Graphics Processor. 

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LEGEND ,
Sep 23, 2024 Sep 23, 2024

"DirectX: NVIDIA GeForce RTX 3070 Ti (32.0.15.5599)"

 

That driver is several months old. As a first step, update to the latest Studio driver:

https://www.nvidia.com/en-us/drivers/details/232604/

 

"Whether GPU is enabled or not makes no difference."

 

LR's AI commands inexplicably ignore the setting of Preferences > Performance > Use Graphics Processor. 

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Participant ,
Sep 23, 2024 Sep 23, 2024

Thank you, thank you.  The latest driver did in fact (as you knew) make a marked difference in performance.  Everything chases everything, updates in Windows, updates in LR, updates in video driver....it seems to take much of our time chasing the updates!  But, yes, markedly improved.

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Participant ,
Sep 23, 2024 Sep 23, 2024

A few remaining quirks with masking persist, even with the latest NVidia driver. 

When I add another mask, it takes many seconds but seems to appear faster if I click anywhere away from LR.  That is reproducible. 

The linear gradient pins don't always show even when Setup is set to Always.  Sometimes I have to turn them off and then on, with variable success. 

As well, the second monitor view sometimes persists for many seconds even after I have clicked out of LR, something I'd never seen before.

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Participant ,
Oct 01, 2024 Oct 01, 2024

After further help on the Bugs area, I downloaded the Nvidia app (beta) NVIDIA_app_beta_v10.0.2.210, used it to "tune" the video driver to LR, then upgraded to the latest Nvidia Studio driver and all has been well, stable and fast.

So latest driver alone did not do it but having it adjusted for LR did resolve all of the issues.

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New Here ,
Jan 25, 2025 Jan 25, 2025

Hi,

 

I have almost same problem - When I want to use masks it is slow, not responding and freezing. When I want to Create New Mask I have to wait for 15 seconds then I can "draw" mask. 

How can I optimalized it to work easy and smooth?

 

Here is my configuration:

Lightroom Classic version: 14.1.1 [ 202412150940-551fb044 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 11 - Home Premium Edition
Version: 11.0.26100
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 2,4GHz
SqLite Version: 3.36.0
CPU Utilisation: 0,0%
Power Source: Plugged In
Built-in memory: 32675,7 MB
Dedicated GPU memory used by Lightroom: 1722,5MB / 3935,0MB (43%)
Real memory available to Lightroom: 32675,7 MB
Real memory used by Lightroom: 2830,4 MB (8,6%)
Virtual memory used by Lightroom: 5165,9 MB
GDI objects count: 1267
USER objects count: 3920
Process handles count: 3129
Memory cache size: 89,0MB
Internal Camera Raw version: 17.1 [ 2098 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 647MB / 16337MB (3%)
Camera Raw real memory: 606MB / 32675MB (1%)
 
Cache1: 
Final1- RAM:554,0MB, VRAM:1292,0MB, 4+84+ (4).NEF
Final2- RAM:192,0MB, VRAM:0,0MB, 4+84+ (16).NEF
NT- RAM:746,0MB, VRAM:1292,0MB, Combined:2038,0MB
 
Cache2: 
m:89,0MB, n:417,5MB
 
U-main: 166,0MB
 
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 GTX 1650 Ti (32.0.15.6636)
Init State: GPU for Image Processing supported by default
User Preference: Auto
Enable HDR in Library: OFF
 
Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: C:\Users\jantu\Pictures\Lightroom\Lightroom Catalog.lrcat
Settings Folder: C:\Users\jantu\AppData\Roaming\Adobe\Lightroom
 
Installed Plugins: 
1) AdobeStock
2) Flickr
 
Config.lua flags: 
 
Adapter #1: Vendor : 10de
Device : 1f95
Subsystem : 3fc817aa
Revision : a1
Video Memory : 3935
Adapter #2: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: System Default - Reproduktory (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: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 566.36
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility 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Thank you very much.
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Participant ,
Jan 25, 2025 Jan 25, 2025

I've struggled with this off and on, getting worse as more AI gets bundled into routine functions. My problem is with the pen tablet functions that are delayed, not mouse-generated functions.  You appear not to have a tablet.

I'd suggest you make certain your video drivers are the latest and that you download the Nvidia app to your computer, register LRC within that app as a specific program for the drivers to be optimized for and then try to work.  You may even need to start LRC from within the Nvidia app each time rather than from a desktop shortcut.

The issue behind this performance feature - or rather non-performance feature - is not clear despite hours that I have spent with patient Adobe techs and now their passing it up their tech chain to be evaluated.

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New Here ,
Jan 25, 2025 Jan 25, 2025

Hi, 

I have laptot - Lenovo Legion. All drivers all actual. Nvidia is set for studio, not games ready.

 

It's crazy. I guess there have some problem with optimalization. It ran fine on the elder laptot few months ago. 😞

 

I hope they'll repair it. 

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Participant ,
Jan 25, 2025 Jan 25, 2025

The repair is not a hardware repair or a Lenovo fault.  It has to do apparently with the video drivers and the increasingly AI-enhanced LRC software.

If you go to the Nvidia site, there is t https://www.nvidia.com/en-us/software/nvidia-app/ an app that you can download.  Once installed, you instruct it to optimize the drivers for specific programs, in this case LRC. Once done, then you can try starting LRC from WITHIN that app where you see the LRC symbol and see that it is marked as Optimized.  That may solve your problem.

If so, and you have a subscription, get Adobe Support on the phone, show them the problem and the solution (for the bug) and this will encourage them to fix it for the next release of LRC.

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New Here ,
Jan 25, 2025 Jan 25, 2025

I understand. 

I have Nvidia app and LRC is optimized. Still same problem.

 

I know that it's not same but for examaple games like Witcher 3 od Red Dead Redemntion 2 are running fine on high or very high grafics details. So I guess laptot is OK.

 

As you mentioned I try to contact support of Adobe.

 

Thanks

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LEGEND ,
Jan 25, 2025 Jan 25, 2025

Beware that in the past, some have reported that the "optimizations" made by the Nvidia and AMD utilities sometimes have caused problems. So be prepared to turn them off if you encounter problems.

 

"I know that it's not same but for examaple games like Witcher 3 od Red Dead Redemntion 2 are running fine on high or very high grafics details."

 

The reason it's not the same is that games are generating gazillions of shaded triangles every second. Whereas LR is applying AI models to images, which uses GPUs in much different ways from games, ways that are still encountering lots of driver bugs and performance issues.

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New Here ,
Jan 26, 2025 Jan 26, 2025

I was in contact with Adobe support and I get an answer I have to upgrade GPU or try to donwload old version of LRC.

So upgrade GPU in laptot is non sence, so I try to do "downgrade" of LRC.

I still think that the optimalization of LRC is absolutly terrible. 😞

 

Thank you for your advice, i try to turn off the optimilazation in NvidiaApp.

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Participant ,
Jan 26, 2025 Jan 26, 2025
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In fact, many of us really appreciate the amazing enhancements in LRC, making work in PS less essential since so much can be accomplished non-destructively first in LRC.  Yes, it does take more computing power.

I imagine that if you are using a laptop and no pen tablet that LRC is not central / crucial to your daily work, which is why all of the enhancements are not enticing enough to upgrade processing power.  At least you understand what is happening and why.

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