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Desktop PC. I9-12900, 64GB memory, GPU is an Nvidia 4060TI. All the storage is on M.2 NVMe with images on an 8 TB SSD.
Images are nothing special – I see the same behavior whether it’s a 20 megapixel image or a 50 megapixel one.
I looked through several of the topics in here (some from older versions, some from LRC13) from other people having performance issues with Lightroom 13.X. Hopefully, I’ve missed something simple, but I didn’t see much to resolve the problems.
I have to add myself to the people having problems with slow, laggy, hanging operations in Lightroom 13.
I upgraded from the AMD GPU that worked OK with LRC 12 to the 4060 TI was because once I started using LRC 13, performance deteriorated. I thought throwing a more capable GPU at the problem would cure it. Didn’t work.
It’s not a problem as near as I can tell when doing normal, “adjust sliders in Develop” or “select a keyword” sort of adjustments. But when doing things like masks, particularly brush masks, the cursor just stops and hangs for up to several seconds, then resumes. It makes getting accurate selections more difficult because the cursor isn’t smooth. Zooming to 100% to make more accurate selections makes it worse.
Similar behavior can happen when using the Lens Blur – the cursor hangs when doing Blur or Focus and when making adjustments in Visualize Depth. I also see it occasionally when doing content-aware remove, but I only use that very rarely in Lightroom.
I was also hoping for faster exports, faster 1:1 previews, and so on. Not much happened there either, but I can live with that if I can get rid of the hanging and lag.
I don’t see this behavior with any of the tools in Photoshop.
I don’t see the behavior in Topaz Photo AI, which runs perceptibly faster with the 4060 than with the old GPU.
I’ve done the “standard” things I believe. Tried no graphics acceleration – just made everything slower. And the partial acceleration. And full acceleration. The lag, hang and such is always there.
I disabled the onboard GPU.
I opened the Nvidia control panel and added both Lightroom and Photoshop in there.
I've made sure it' susing the durrent drivers. I've tried both the studio and game-ready drivers.
Are there settings for the GPU in the Nvidia control panel that can be configured to make Lightroom (and Photoshop, but mostly Lightroom) perform significantly better?
Are there other things I should try that are likely to address the problem? System configuration? Something in Lightroom configuration?
Has Adobe said anything about being aware of the problem and trying to correct it?
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Please read @AxelMatt tips on performance in here: https://community.adobe.com/t5/lightroom-classic-discussions/lightroom-slow/td-p/14611504
In addition:
- Have you excluded the photos as well as the entire folder where your catalog and all the other LrC files (previews...) from your AV scanner solution?
- Have you installed any plugins in LrC ? Which?
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I'll go read the rest of the discussions you pointed at, but so far they've all been things I'm aware of.
I'm not sure what you mean by
"Have you excluded the photos as well as the entire folder where your catalog and all the other LrC files (previews...) from your AV scanner solution?"
As for plugins, I only have a couple that aren't disabled, and they're both plugins that have been there for at least a few years - long before LRC 13. Helicon Focus Export and Topaz Photo AI are those.
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Checking every file you open or work with by the Anti-Virus scanner is lowering performance.
That said, all the folders containing your photos as well as the Lightroom catalog folder and all the folders below (Previews and more ...) can be excluded from AV scanning to support in improving performance, as they are usually not suspect for viruses.
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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.
"Are there settings for the GPU in the Nvidia control panel that can be configured to make Lightroom (and Photoshop, but mostly Lightroom) perform significantly better?"
You should use default, out-of-the-box settings for Nvidia GPUs, turning off any gaming "optimizations" and disabling any third-party overclocking or "optimization" utilities.
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I don't knowingly have ANY gaming or other optimizations turned on. Nor have I done anything with overclocking or optimization utilities. I'd prefer NOT to screw with things on the GPU if it can be avoided, but I don't know whether the defaults are correct for using Adobe products or not.
Here's the help>system info
Lightroom Classic version: 13.2 [ 202402141005-bf1aeb84 ]
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: 24
Processor speed: 3.1GHz
SqLite Version: 3.36.0
CPU Utilisation: 0.0%
Built-in memory: 65315.8 MB
Dedicated GPU memory used by Lightroom: 2691.7MB / 7949.0MB (33%)
Real memory available to Lightroom: 65315.8 MB
Real memory used by Lightroom: 1231.6 MB (1.8%)
Virtual memory used by Lightroom: 31224.5 MB
GDI objects count: 1054
USER objects count: 2405
Process handles count: 7628
Memory cache size: 4635.1MB
Internal Camera Raw version: 16.2 [ 1763 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 1387MB / 32657MB (4%)
Camera Raw real memory: 1389MB / 65315MB (2%)
Cache1:
Preview1- RAM:22.0MB, VRAM:0.0MB, _A113528.ARW
Preview2- RAM:22.0MB, VRAM:0.0MB, _A113529.ARW
Preview3- RAM:22.0MB, VRAM:0.0MB, _A113530.ARW
NT- RAM:66.0MB, VRAM:0.0MB, Combined:66.0MB
Cache2:
final1- RAM:167.0MB, VRAM:0.0MB, _A113530.ARW
final2- RAM:167.0MB, VRAM:0.0MB, _A113529.ARW
final3- RAM:167.0MB, VRAM:0.0MB, _A113528.ARW
T- RAM:501.0MB, VRAM:0.0MB, Combined:501.0MB
Cache3:
m:4635.1MB, n:112.8MB
U-main: 179.0MB
System DPI setting: 120 DPI
Desktop composition enabled: Yes
Standard Preview Size: 1680 pixels
Displays: 1) 3840x1600
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: Yes, Keyboard: No
Graphics Processor Info:
DirectX: NVIDIA GeForce RTX 4060 Ti (31.0.15.5222)
Init State: GPU for Export supported by default
User Preference: GPU for Export enabled
Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: L:\Incoming\Incoming-v13.lrcat
Settings Folder: C:\Users\David Perez\AppData\Roaming\Adobe\Lightroom
Installed Plugins:
1) ColorChecker Camera Calibration
2) Helicon Focus Export
3) Topaz Photo AI
Config.lua flags:
AgTether.heartBeatIntervalNoCamera = 6000
AgTether.heartBeatInterval = 6000
Adapter #1: Vendor : 10de
Device : 2803
Subsystem : 13de196e
Revision : a1
Video Memory : 7949
Adapter #2: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - DELL U3818DW (NVIDIA High Definition Audio)#{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 4060 Ti/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 552.22
GPUDeviceEnabled: false
OGLEnabled: true
[shorted to the information needed - Mod.]
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"I don't knowingly have ANY gaming or other optimizations turned on. Nor have I done anything with overclocking or optimization utilities."
The AMD utility has, for the last many months, started automatically applying gaming optimizations to LR, causing it to misbehave for many users. But I haven't seen any similar reports for Nvidia's utility doing that automatically. You could verify that hasn't happened in your case by running their utility.
Based on hundreds of reports here, Nvidia GPUs from the last five years or so generally work well with LR (as long as the drivers are recent). So there's little reason to expect that your RTX 4060 TI (announced a year ago) should give LR problems.
Unfortunately, Adobe inexplicably refuses to allow users to disable use of the GPU by AI commands (masking, Denoise, Lens Blur) -- LR uses the GPU for those commands regardless of the setting in Preferences. To confirm that this misbehavior is associated with the GPU, you can boot Windows into Safe Mode With Networking, which will prevent LR from accessing the GPU. LR will likely be quite sluggish, but you shouldn't see hangs or long pauses. If you do, that would point the finger away from the GPU to some other cause.
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Is drive L: the 8TB NVMe you mentioned in the OP? Image files also on that drive?
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The 8TB drive is a SATA SSD that ONLY has images on it. O/S and catalogues are on a separate SSD, in different partitions. Temp is on a separate SSD.
None of this is new. All these physical configurations have been in place for years.
The anti-virus scanner is Windows Defender and it has also been in place for years.
Other than going to the Nvidia 4060 TI, there's essentially nothing in the physical setup that's changed since LONG before LRC 13 showed up. I"ll keep looking at the recommended other topics.
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LR 13.2 very laggy with Nvidia 4060, which I had to replace to 4070. 4060Ti is better, but it has 128 bit memory bus, like 4060.
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vilmantasr, I can't argue with what you're saying since I don't know enough, but it seems unlikely to me that Adobe would do something so insanely resource intensive as to need at 4070 or HIGHER performance GPU to perform adequately. I'd think there would be a LOT of pushback on having to spend $500+ for a GPU so Lightroom isn't laggy. 'Course, I'd have thought there would be a lot of pushback when Adobe decided to get the features in LRC13 you needed a GPU with 8GB on it. That said, it is Adobe so anything is possible.
I'm going to be out-of-town for the next week, and editing on the laptop - Dell Precision 7400, 64GB memory, Nvidia Quadro RTX 3000, all on SSDs, and a 2560x1600 screen instead of the 4K. I don't RECALL the same performance problems when I last used it for editing last October, so I'll see what happens. If the much less capable laptop doesn't have the same issues when doing the same thing, there's something screwy on my desktop.
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"it seems unlikely to me that Adobe would do something so insanely resource intensive as to need at 4070 or HIGHER performance GPU to perform adequately. "
Indeed, many reports here of successful use of the 40, 30, and even 20,and 10 series GPUs. The older GPUs do fine except with Denoise and Lens Blur (and People masking is very sluggish). If there were a widespread issue with the 4060 TI, we'd see a lot of reports here. I think your issue is more specific to your hardware or installation and likely much harder to resolve.
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I just installed an RTX 4060 to manage Denoise enhance and that worked fine reducing rendering time from 20 minutes(!) to 15 seconds. But unfortunately I got severe issues with mouse pointer lagging on images with many masks and I cannot find any NVIDIA settings to cure this problem
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I had to sell 4060, becouse it was to weak for Ligtroom (Ligtroom alocates all VRAM and starts using system RAM for GPU),. 4070 is better, but not perfect.
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@sebastianv70467101, try updating your graphics driver by going directly to the manufacturer's web site:
https://helpx.adobe.com/lightroom-classic/kb/troubleshoot-gpu.html#solution-4
If that doesn't help, please copy/paste here the entire contents of the LR menu command Help > System Info -- that will let us see exactly which versions of hardware and software LR thinks you're running.
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Back from goofing off... While gone, I was using the Dell 7740 with 64GB of memory, the same SSD for images, and a Quadro 3000 GPU. There are things on the laptop that run as fast as things on the desktop. Like creating previews or running Lightroom Denoise. On a normal Alpha 1 image, it takes around 30 seconds on the desktop to process. About the same on the laptop, and sometimes faster, which I thought would be a lot slower.
On the other hand, in Helicon Focus, the desktop is significantly faster with the 4060 than it was with the AMD 5700XT, and faster than the laptop at processing image stacks.
At the moment, I'm not seeing any immediate bad behavior in images. I tried creating several masks and working at 200%, which definitely caused lagging and poor performance previously, but at the MOMENT things appear OK.
Is there any chance this is another one of the "You have to shut down Lightroom and restart it frequently to keep performance from degrading" issues?
In any case, I'll try to isolate more specific instances where things degrade, but at the moment I've run through the articles recommended earlier in this thread and made a few changes, though nothing I think would make much difference.
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Hi
I have had the same issue with LR since it went to V13. Everything was fine before that. When I went back to an earlier version the problem remained so I think V13 has made a permanant adjustment to my system somewhere. I even uninstalled and reinstalled lightroom and the same problem recurred with masking and lets not even talk about denoise!
I can usually do two images before the hanging wheel of death appears and I have to restart lightroom. My GPU meets minimum requirements+ so expect some performance lag but for it to permanantly hang. Look fwd to seeing this issue resolved. I would be happy to upgrade GPU if that was the issue but sounds like you have done that and problem still remains. I have provided my system details below for comparison.
Lightroom Classic version: 13.3.1 [ 202405311538-6d7c0308 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 10 - Home Premium Edition
Version: 10.0.19045
Application architecture: x64
System architecture: x64
Logical processor count: 12
Processor speed: 3.6GHz
SqLite Version: 3.36.0
CPU Utilisation: 4.0%
Power Source: Plugged In, 255%
Built-in memory: 49093.3 MB
Dedicated GPU memory used by Lightroom: 1356.1MB / 1967.1MB (68%)
Real memory available to Lightroom: 49093.3 MB
Real memory used by Lightroom: 2310.7 MB (4.7%)
Virtual memory used by Lightroom: 4059.0 MB
GDI objects count: 853
USER objects count: 2378
Process handles count: 2880
Memory cache size: 432.1MB
Internal Camera Raw version: 16.3.1 [ 1889 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 757MB / 24546MB (3%)
Camera Raw real memory: 789MB / 49093MB (1%)
Cache1:
Preview1- RAM:26.0MB, VRAM:0.0MB, P3159432.dng
Final2- RAM:167.0MB, VRAM:543.0MB, P3159437.dng
Final3- RAM:163.0MB, VRAM:0.0MB, P3159435.dng
Preview4- RAM:26.0MB, VRAM:0.0MB, P3159439.dng
Preview5- RAM:26.0MB, VRAM:0.0MB, P3159430.dng
Preview6- RAM:26.0MB, VRAM:0.0MB, P3159429.dng
Final7- RAM:163.0MB, VRAM:0.0MB, P3159438.dng
Preview8- RAM:14.0MB, VRAM:0.0MB, P3159445-Edit.psd
Preview9- RAM:26.0MB, VRAM:0.0MB, P3159445.dng
Preview10- RAM:26.0MB, VRAM:0.0MB, P3159442.dng
Preview11- RAM:26.0MB, VRAM:0.0MB, P3159431.dng
NT- RAM:689.0MB, VRAM:543.0MB, Combined:1232.0MB
Cache2:
m:432.1MB, n:688.3MB
U-main: 100.0MB
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Standard Preview Size: 1440 pixels
Displays: 1) 1920x1200
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No
Graphics Processor Info:
DirectX: NVIDIA GeForce GT 1030 (31.0.15.5186)
Init State: GPU for Display supported by default with image processing and export supported in the custom mode
User Preference: GPU for Image Processing Enabled
Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: E:\Pictures\Lightroom Catalog\Lightroom Catalog-3-2-v13-3.lrcat
Settings Folder: C:\Users\phugg\AppData\Roaming\Adobe\Lightroom
Installed Plugins:
1) AdobeStock
2) DxO PhotoLab 5
3) DxO PhotoLab 5 Importer
4) DxO PureRAW 2
5) DxO PureRAW 2 Importer
6) Flickr
7) HDR Efex Pro 2
8) Nik 6 HDR Efex
9) Nikon Tether Plugin
10) Plugin Parameters
11) Plugin Parameters
12) Topaz Photo AI
Config.lua flags:
Adapter #1: Vendor : 10de
Device : 1d01
Subsystem : 375c1458
Revision : a1
Video Memory : 1967
Adapter #2: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - Speakers (Realtek(R) Audio)#{comment}DVAAU-4201250: Open the audio hardware preferences page.
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: Uninitialized
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 GT 1030/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 551.86
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_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles 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_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_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_sample_locations GL_NV_sample_mask_override_coverage 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_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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My system is way beyond the minimums for anything as far as I know.
Most frequently, and this happened yesterday again, it is worst when doing masks. One or two masks and the system has a lot of glitches. Move the cursor, it moves, then stops, hangs, then starts moving again. It'll hang for 3, 4, 5 seconds then move. I SEE it the most when I'm doing masks in Lightroom, but I presume it happens other times too. I NEVER see it in Photoshop or Word or anything else, but it definitely happens in Lightroom.
Shutting Lightroom down and restarting sometimes makes it better for a little while (20 - 30 minutes maybe)...
The lens blur is also slow, laggy and glitchy, but I expect that to still be slow and laggy.
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Your video card/GPU is a very low power version by today's standards. Try something like one of the RTX 30XX GPUs from Nvidia. I upgraded my PC from a GTX 1660 Super to a RTX 3070ti with great results.
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@Peter38015212znyq, "DirectX: NVIDIA GeForce GT 1030 (31.0.15.5186)
Dedicated GPU memory used by Lightroom: 1356.1MB / 1967.1MB (68%)"
To build on KR Seals, your GPU barely meets the minimum requirements for LR Classic (2 GB of graphics memory), and it's a 7-year-old card. But it should be adequate for LR on a 1920 x 1200 display (though Lens Blur and Denoise would be horribly slow).
Your driver is three months old -- it's always a good idea to be on the latest driver, though it probably won't make a difference to your symptoms:
https://www.nvidia.com/download/driverResults.aspx/226798/en-us/
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My work arounds to cure my LR mouse pointer lagging (which starts after making multiple masks on an image) are to exit and the re-enter LR. Also purging the cache helps. But the problems come back as soon as I make another multiple mask image.
Lightroom Classic version: 13.4 [ 202406181129-60d181b7 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 10 - Business Edition
Version: 10.0.19045
Application architecture: x64
System architecture: x64
Logical processor count: 16
Processor speed: 3,6GHz
SqLite Version: 3.36.0
CPU Utilisation: 1,0%
Power Source: Plugged In, 255%
Built-in memory: 65382,1 MB
Dedicated GPU memory used by Lightroom: 42,8MB / 7957,0MB (0%)
Real memory available to Lightroom: 65382,1 MB
Real memory used by Lightroom: 1364,4 MB (2,0%)
Virtual memory used by Lightroom: 1565,6 MB
GDI objects count: 954
USER objects count: 3030
Process handles count: 2175
Memory cache size: 416,7MB
Internal Camera Raw version: 16.4 [ 1897 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 281MB / 32691MB (0%)
Camera Raw real memory: 227MB / 65382MB (0%)
Cache1:
Final1- RAM:166,0MB, VRAM:0,0MB, 938A5670.CR3
NT- RAM:166,0MB, VRAM:0,0MB, Combined:166,0MB
Cache2:
m:416,7MB, n:165,5MB
U-main: 99,0MB
System DPI setting: 144 DPI (high DPI mode)
Desktop composition enabled: Yes
Standard Preview Size: 3840 pixels
Displays: 1) 3840x2160
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 4060 (32.0.15.5585)
Init State: GPU for Export supported by default
User Preference: GPU for Image Processing Enabled
Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: G:\Lightroom 2024\Lightroom 2024-v13-3.lrcat
Settings Folder: C:\Users\svwph\AppData\Roaming\Adobe\Lightroom
Installed Plugins:
1) AdobeStock
2) Canon Professional Print && Layout
3) Flickr
4) Nikon Tether Plugin
Config.lua flags:
Adapter #1: Vendor : 10de
Device : 2882
Subsystem : 89031043
Revision : a1
Video Memory : 7957
Adapter #2: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - Speakers (Head Box S2 digital)#{comment}DVAAU-4201250: Open the audio hardware preferences page.
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 44100
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 4060/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 555.85
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_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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Graphics Processor Info:
DirectX: NVIDIA GeForce RTX 4060 (32.0.15.5585)
Init State: GPU for Export supported by default
User Preference: GPU for Image Processing Enabled
So GPU driver v 555.85. A slightly newer GPU driver was released, v 560.70
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Did you ever get this resolved? Have run into the identical problem when using multiple masks in LR classic. Have searched and tried various solutions offered here and in other posts without much impact. Hoping you might have stumbled onto something.
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try updating your graphics driver by going directly to the manufacturer's web site:
https://helpx.adobe.com/lightroom-classic/kb/troubleshoot-gpu.html#solution-4
If that doesn't help, please copy/paste here the entire contents of the LR menu command Help > System Info -- that will let us see exactly which versions of hardware and software LR thinks you're running.
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Complete info is listed below. Checked card and all appears okay. Updating drivers was first thing I did when this started. Again (from another post), I had not experienced any problems until started some more complex masking tasks as recommended in a different thread.
Lightroom Classic version: 13.4 [ 202406181129-60d181b7 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 10 - Business Edition
Version: 10.0.19045
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 3.5GHz
SqLite Version: 3.36.0
CPU Utilisation: 2.0%
Power Source: Plugged In, 255%
Built-in memory: 32719.1 MB
Dedicated GPU memory used by Lightroom: 3544.6MB / 16109.0MB (22%)
Real memory available to Lightroom: 32719.1 MB
Real memory used by Lightroom: 2331.2 MB (7.1%)
Virtual memory used by Lightroom: 6537.2 MB
GDI objects count: 727
USER objects count: 1889
Process handles count: 2416
Memory cache size: 802.6MB
Internal Camera Raw version: 16.4 [ 1897 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 1017MB / 16359MB (6%)
Camera Raw real memory: 1088MB / 32719MB (3%)
Cache1:
Preview1- RAM:21.0MB, VRAM:0.0MB, _RPG4310.NEF
Preview2- RAM:21.0MB, VRAM:0.0MB, _RPG4317.NEF
Final3- RAM:190.0MB, VRAM:0.0MB, _RPG4312.NEF
Final4- RAM:190.0MB, VRAM:0.0MB, _RPG4314.NEF
Preview5- RAM:21.0MB, VRAM:0.0MB, _RPG4318.NEF
Preview6- RAM:21.0MB, VRAM:0.0MB, _RPG4309.NEF
Final7- RAM:459.0MB, VRAM:2598.0MB, _RPG4313.NEF
Preview8- RAM:21.0MB, VRAM:0.0MB, _RPG4308.NEF
Preview9- RAM:21.0MB, VRAM:0.0MB, _RPG4315.NEF
Preview10- RAM:21.0MB, VRAM:0.0MB, _RPG4316.NEF
Preview11- RAM:21.0MB, VRAM:0.0MB, _RPG4311.NEF
NT- RAM:1007.0MB, VRAM:2598.0MB, Combined:3605.0MB
Cache2:
m:802.6MB, n:739.4MB
U-main: 111.0MB
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Standard Preview Size: 1920 pixels
Displays: 1) 1920x1080, 2) 1920x1080, 3) 1920x1080
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 4060 Ti (32.0.15.6070)
Init State: GPU for Export supported by default
User Preference: Auto
Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: C:\01_Lightroom\R_Photographic\R_Photographic-v13-3.lrcat
Settings Folder: C:\Users\Robert P Garner PhD\AppData\Roaming\Adobe\Lightroom
Installed Plugins:
1) AdobeStock
2) Flickr
3) Lightroom to Exposure
4) Luminar Neo
5) Nikon Tether Plugin
6) ON1 Effects 2023
7) ON1 Photo RAW 2024
Config.lua flags:
Adapter #1: Vendor : 10de
Device : 2805
Subsystem : 89211043
Revision : a1
Video Memory : 16109
Adapter #2: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - VX2270 SERIES (NVIDIA High Definition Audio)#{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 4060 Ti/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 560.70
GPUDeviceEnabled: false
OGLEnabled: true
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