Exit
  • Global community
    • Language:
      • Deutsch
      • English
      • Español
      • Français
      • Português
  • 日本語コミュニティ
    Dedicated community for Japanese speakers
  • 한국 커뮤니티
    Dedicated community for Korean speakers
0

Simulate paper and ink during soft proofing in Lightroom Classic have no effect on the image

New Here ,
Mar 12, 2025 Mar 12, 2025

Copy link to clipboard

Copied

Hello Community. I use Lightroom Classic as my main photo editor and I wish to use it for soft proofing and printing as well. Unfortunately I'm experiencing an issue when trying to soft proof in the develop module. In soft proof mode, when I choose a paper profile and then when I select the "Simulator Paper & Ink" option, it has no effect what so ever on the image in the proof preview. When I toggle "Simulate Paper & Ink" on and off, I see that the proof matte around the image changes according to the selected paper profile just as expected, but no change happens to the image itself.

I have tried everything to solve this issue: selecting different paper profiles, reinstalling Lightroom a couple of times, reverting back to older versions of Lightroom from my current version 14.2, resetting Lightroom preferences several times and also reinstalling my graphics driver in Windows 11. I also tried disabling GPU acceleration in the Lightroom preferences, as well as disabling monitor and destination gamut warnings. Yesterday I chatted with Adobe support to see if they might have a solution but nothing came of it. I'm simply running out of ideas as to how to solve this issue which is why I am now posting this message to you guys in the community. Hope that someone might have an idea about what is going on.

TOPICS
Windows

Views

495
Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
Community Expert ,
Mar 12, 2025 Mar 12, 2025

Copy link to clipboard

Copied

If the image doesn't change, it means that the colors in the image are inside the gamut of the printer profile - it's a good thing.

So, you should get a print very close to what you see on screen.

Votes

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
New Here ,
Mar 12, 2025 Mar 12, 2025

Copy link to clipboard

Copied

Thank you for your response, Per. Technically you are absolutely right. It just doesn't seem possible to me, that all my images should be inside the gamut of the printer profile no matter what kind of paper I choose to simulate during soft proofing. I think you should always be able to see at least a tiny change in the image when toggling "Simulate Paper & Ink" on and off - a small change in brightness or something. But I don't... not at all.

I also tried exporting the same image to Photoshop to test how the simulation of paper during soft proofing would behave, and in Photoshop, it works as expected. When selecting a profile for printer and paper under "Customize Proof Condition", and toggling on and off the option to simulate the paper, the image changes instantly to reflect the nature of the selected paper. That is what I wish would happen in Lightroom as well.

Votes

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
Community Expert ,
Mar 12, 2025 Mar 12, 2025

Copy link to clipboard

Copied

I'm seeing about the same color change when soft proofing in Photoshop as I do in LrC.

Are you using the same rendering intent (relative or perceptual) in both?

If you are, try resetting the LrC preferences. The easiest way is method 3 described on this page:

https://helpx.adobe.com/lightroom-classic/help/reset-preferences.html

 

This will also set all options in the preferences dialog to default.

To make it easier to restore your settings, you may want to take screenshots of all the tabs in the preferences dialog before resetting.

Votes

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
Community Expert ,
Mar 12, 2025 Mar 12, 2025

Copy link to clipboard

Copied

Toggling "Simulate paper & ink" is separate and not related to color spaces. Imagine you are printing on some fine art paper or canvas. Fine art papers and canvas are often not completely white, but slightly yellow. That means that pure white pixels will also look slightly yellow, because you'll see the blank paper without any ink on it. That is what "simulate paper & ink" tries to show you. So try a fine art paper profile like that, to check if toggling this option really doesn't do anything.

 

-- Johan W. Elzenga

Votes

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
New Here ,
Mar 12, 2025 Mar 12, 2025

Copy link to clipboard

Copied

Thank you for the input, Johan, and you are absolutely right - which is also why I expect to see at least a small change to the image when toggling on and off "Simulate Paper & Ink". I probably have somewhere around 40-50 ICC paper profiles available in LrC from Canon, Canson and Hahnemühle, and no matter which one I choose, the image itself doesn't change. Even choosing a paper profile like the Hahnemühle Photo Rag Metallic, with its quite extreme characteristics, nothing happens to the image when simulating the paper. The only thing that changes is the proof matte area around the image, and it does so quite considerably when choosing such a paper, as one would expect, which proves your point.

Votes

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
Community Expert ,
Mar 13, 2025 Mar 13, 2025

Copy link to clipboard

Copied

I just checked it on my MacBook Pro running MacOS 15.3.2. and Lightroom Classic 14.2 and I clearly see the image change when I toggle the simulation. I often suggest to delete the preferences, not reset them with the key combo. Deleting them is more thorough and sometimes makes the difference.

 

BTW; make sure you do your test with an image that contains (almost) white areas, and only look at those areas. A dark area will be completely covered by ink, so in dark areas you may not see much difference, if at all.

 

-- Johan W. Elzenga

Votes

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
Community Expert ,
Mar 13, 2025 Mar 13, 2025

Copy link to clipboard

Copied

@JohanElzenga 

As far as I know, resetting and manually deleting the preferences file do the same thing – to delete the current preferences file, which forces LrC to create a new one on the next launch. Method 3 in the link I posted above is by far the simplest, click the Reset all preferences and relaunch button in Preferences > General, which will appear when pressing the Alt key (Option key on a Mac).

 

LR-reset-all-and-relaunch.png

Votes

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
Community Expert ,
Mar 13, 2025 Mar 13, 2025

Copy link to clipboard

Copied

AFAIK, resetting the preferences clears the contents of the file (or at least most of it), but keeps using the same file. In most cases that is effectively the same as deleting the file, but I have seen a few instances where resetting did not solve the problem, but manually deleting the file did solve it. It won't hurt to try.

 

-- Johan W. Elzenga

Votes

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
New Here ,
Mar 13, 2025 Mar 13, 2025

Copy link to clipboard

Copied

Sounds like toggling the simulation of paper and ink has the exact effect in your LrC, Johan, as one would expect. I wish my LrC would behave the same.

Regarding LrC preferences, they have been reset twice by Adobe support representatives remotely controlling my computer, both before and after LrC was reinstalled. The first time by deleting the preferences file and the second time through Preferences > General. Unfortunately without solving the issue.

Votes

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
Community Expert ,
Mar 13, 2025 Mar 13, 2025

Copy link to clipboard

Copied

You could try this: create a brand new catalog, import one image and see if soft proof and simulating paper works as it should. If it does, then your problem is the catalog itself.

 

-- Johan W. Elzenga

Votes

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
New Here ,
Mar 13, 2025 Mar 13, 2025

Copy link to clipboard

Copied

Great point, Johan. I did try opening up another small catalog I haven't used much, to see if it by any chance would work better in another catalog. But the problem was unfortunately the same. It is worth a try, though, to see if creating a new catalog from scratch makes any difference - even though I don't have much faith that it will. I will post the result here.

 

It would be nice to at least get an indication of what could be causing this problem.

Votes

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
Community Expert ,
Mar 13, 2025 Mar 13, 2025

Copy link to clipboard

Copied

Assuning that your GPU driver is up to date, the only other thing I can think of that can cause this is a defective or incompatible monitor profile. LrC is picky about the monitor profile, and can act up on a profile that other applications (like for instance Photoshop) have no problems with.

I have never seen reports of this issue being caused by this, but I guess soft proofing is one of the lesser used features in LrC.

 

As troubleshooting, and as a possible temporary fix, try setting the monitor profile to a known, good profile.

Use sRGB if your monitor is standard gamut, use Adobe RGB if it is wide gamut.

With LrC and Photoshop closed, press the Windows key + R, type colorcpl in the box and press Enter.

Add the sRGB or Adobe RGB profile and set it as default.

If this fixes the issue, you should ideally calibrate your monitor with a hardware calibrator.

This will also create and install a custom monitor profile that will be more accurate than sRGB/Adobe RGB.

 

color-management.png

Votes

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
New Here ,
Mar 13, 2025 Mar 13, 2025

Copy link to clipboard

Copied

Thank you very much, Per, for the perspective on monitor profiles and LrC.
I hardware calibrate my monitor at regular intervals, but just to rule out the monitor profile as the culprit here, I opened color management as you described and changed my monitor profile to Adobe RGB and set it as the default. I played around with soft proofing and simulation of papers in LrC once more, but the issue sadly remains the same. Still no change to the image whatsoever, only the proof matte.

Votes

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
Community Expert ,
Mar 14, 2025 Mar 14, 2025

Copy link to clipboard

Copied

I'm running out of ideas here, but please go to Help > System info in LrC, click the Copy button and paste in a reply.

 

Also, maybe you could share a file that doesn't change when soft proofing,  and the printer profile you use for proofing. ICC profiles cannot be attached, so you'll have to use Dropbox or some other file sharing service.

Votes

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
Community Expert ,
Mar 14, 2025 Mar 14, 2025

Copy link to clipboard

Copied

The OP said he tried dozens of profiles, so sharing one of them does not seem to be useful. One thing that could be tried is purging the Camera Raw cache. That can be done in Preferences - Performance. The preview that the developer module shows is not a normal preview but data from that cache.

 

-- Johan W. Elzenga

Votes

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
Community Expert ,
Mar 14, 2025 Mar 14, 2025

Copy link to clipboard

Copied

I'm just curious to see what happens on my computer when using the exact same file and profile that the OP is using.

This also reduces the number of variables to a minimum.

Votes

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
Community Expert ,
Mar 14, 2025 Mar 14, 2025

Copy link to clipboard

Copied

It obviously doesn't hurt, but if you read through the different messages, then you'll see he used different images and dozens of profiles, so I would be flabbergasted if a random image and a random profile of the lot would show this behavior on another computer. I am convinced this must be something else on his computer. The Camera Raw cache would be my next bet, but I agree I'm running out of ideas too.

 

-- Johan W. Elzenga

Votes

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
New Here ,
Mar 14, 2025 Mar 14, 2025

Copy link to clipboard

Copied

I really appreciate your creative ideas for tackling this issue.

I tried purging the Camera Raw cache as well from Preferences -> Performance. I would love to tell you that it made all the difference, but unfortunately still no change to my images when simulating paper and ink during soft proofing.

Votes

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
New Here ,
Mar 14, 2025 Mar 14, 2025

Copy link to clipboard

Copied

I pasted my system info down below as you requested, Per. Also, here is a link to a Dropbox folder where I have uploaded a random image that also doesn't change when soft proofing and one of the ICC profiles I have installed on my computer:

 

https://www.dropbox.com/scl/fo/hju4t7uiozmduak5y8owy/AN7LooP_rFUrDDO6aO2v_CY?rlkey=kj1sr9faors8ljmls...

Votes

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
New Here ,
Mar 13, 2025 Mar 13, 2025

Copy link to clipboard

Copied

So, Johan, tried out your suggestion and created a brand new catalog in LrC and imported a single image I haven't imported before, but I'm sad to report that the issue persists even in a new catalog. No change.

Votes

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
New Here ,
Mar 12, 2025 Mar 12, 2025

Copy link to clipboard

Copied

I'm positive that I have been using the same rendering intent in both Photoshop and LrC, and I have also been switching between the two options to hopefully see any change in the simulated image in LrC, but without luck.

Thank you for the link as well. Have tried resetting the LrC preferences at least twice - or, I should say, Adobe supporters have done so remote controlling my computer. I believe it was done in accordance with methods 2 and 3, again with no effect on the issue. So you can probably see why I'm starting to feel like I'm running out of options.

Votes

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
New Here ,
Mar 14, 2025 Mar 14, 2025

Copy link to clipboard

Copied

System info:

 

Lightroom Classic version: 14.2 [ 202502071718-3869eef7 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 11 - Business Edition
Version: 11.0.22621
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 3,6GHz
SqLite Version: 3.36.0
CPU Utilisation: 0,0%
Power Source: Plugged In
Built-in memory: 32652,7 MB
Dedicated GPU memory used by Lightroom: 1091,9MB / 5954,0MB (18%)
Real memory available to Lightroom: 32652,7 MB
Real memory used by Lightroom: 2441,0 MB (7,4%)
Virtual memory used by Lightroom: 4124,8 MB
GDI objects count: 828
USER objects count: 2439
Process handles count: 2563
Memory cache size: 1317,4MB
Internal Camera Raw version: 17.2 [ 2155 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 383MB / 16326MB (2%)
Camera Raw real memory: 389MB / 32652MB (1%)
 
Cache1: 
Final1- RAM:211,0MB, VRAM:535,0MB, 20220216_GL_Ilulissat_0634.JPG
NT- RAM:211,0MB, VRAM:535,0MB, Combined:746,0MB
 
Cache2: 
m:1317,4MB, n:210,7MB
 
U-main: 104,0MB
 
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Standard Preview Size: 2048 pixels
Displays: 1) 1920x1200
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 2060 (32.0.15.7260)
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\marti\Pictures\Lightroom Catalogs\Danmark_Catalog\Danmark_LR6-2-2-v13-3.lrcat
Settings Folder: C:\Users\marti\AppData\Roaming\Adobe\Lightroom
 
Installed Plugins: 
1) AdobeStock
2) Calibrite Camera Calibration
3) Canon Professional Print && Layout
4) Flickr
5) HDR Efex Pro 2
6) jb: Search+Replace
7) jf Metadata Viewer
8) LogiOptions
9) Topaz Photo AI
 
Config.lua flags: 
 
Adapter #1: Vendor : 10de
Device : 1f08
Subsystem : 3fd01458
Revision : a1
Video Memory : 5954
Adapter #2: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: System Default - Højttalere (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 RTX 2060/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 572.60
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_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_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_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 

Votes

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
Community Expert ,
Mar 15, 2025 Mar 15, 2025

Copy link to clipboard

Copied

Deleted 

 

-- Johan W. Elzenga

Votes

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines
New Here ,
Mar 15, 2025 Mar 15, 2025

Copy link to clipboard

Copied

Thank you for your suggestion, Per.

The thing is, there are two versions of a Nvidia graphics driver, the game version and the studio version. I have naturally chosen to install the studio version because, according to Nvidia:

"What is a Studio Driver?
If you are a content creator who prioritizes stability and quality for creative workflows including video editing, animation, photography, graphic design, and livestreaming, choose Studio Drivers.".

This makes the graphics driver I have installed on my computer the latest driver, also according to my Nvidia driver update application.

I would very surprised, and not least quite happy, if it makes any difference to the issue at hand if I switch to the game version instead - especially since the Adobe support representatives already tried this. But since I really want this soft proofing issue to get solved, I will, of course try to see what happens when I switch to the Nvidia game driver once more.

Votes

Translate

Report

Report
Community guidelines
Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
community guidelines