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Why are my pictures so different from develop to library module?

Community Beginner ,
May 02, 2024 May 02, 2024

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Hello. I've read some other topics about issues like mine but nothing that a i've tried worked for me. First of all, sorry for my bad english. The problem is that Images look very different between devolp and library modules. I'm using windows 11, lightroom classic 13.2,  an LG monitor ultrawike 29" 29wk600 model with  AMD Radeon RX 6650 XT video adapter importing using 1:1 previews and it doesn't matter what I try to do differente, the difference between the imagens in the modules are so different. In develop imagens looks sharper and with more texture as the example below: (first one from  develop and the second from library).

library.pnglibraryr.png

 

Other example (first one from develop and second one from library)

dev.pnglib.png

 

What do you think should I do to solve this, please? 
Thank you!

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LEGEND ,
May 03, 2024 May 03, 2024

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While there are differences in how Library and Develop display photo details, the examples you posted look larger than normal. Next steps:

 

1. View the Library and Develop images at 100% (View > Zoom To 100%).  If you still see significant differences, post screenshots of the same portion of the image from Library and Develop.

 

2. In Library, after zooming to 100%, zoom back to Fit. Does it now look sharper and closer to Develop? If it looks sharper after zooming to 100% and back to Fit, that suggests that the 1:1 preview wasn't originally displayed, and we can dig into that more.

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Community Beginner ,
May 03, 2024 May 03, 2024

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Thank you so much for your reply! 
I did what you told me, viewed in 100% zoom in both develop and library. I dont think this made things better as you can see below:

 

100%develop.png100%library.png

After this I zoomed back to fit and didnt notice differences from before. There are big differences yet.

 

 

 

 

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Community Beginner ,
May 03, 2024 May 03, 2024

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lib2.pngdev2.pngThis is hopw it looks after zooming 100% and zooming back to fit.

 

 

 

 

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Community Expert ,
May 03, 2024 May 03, 2024

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Your 100% examples are tonally absolutely identical - but the Develop screenshot appears to have sharpening applied. That sharpening is for some reason not there in the Library screenshot.

 

I have no idea why, I can't reproduce that here. All changes reflect right away. Maybe a corrupt Preview cache? I'd try to delete the Preview cache and let it rebuild.

 

The color example is still "loading..." in Develop, so that's not a valid comparison. It looks like the monitor profile is not fully loaded. I've seen people complain of very slow loading in Develop at times, again I don't know why, and again I can't reproduce it here.

 

Maybe this is all down to slow loading? That is in itself a problem, of course, but it always helps to narrow down the problem.

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Community Beginner ,
May 03, 2024 May 03, 2024

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Thank you!

You are right, I captured the image when it still was loading, my mistake. I am going to post it right now. I opened in develop, waited for 1 minute and took the shot, did the same in library before take the shot.


rogdev.png

roglib.png

Colors now look pretty thye same but still looks differente in sharpening. 

What do you mean with delete preview cache, please? Delete the pictures in lightroom and import it again? I did it and it didn't work.

 

 

 

 

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Community Expert ,
May 03, 2024 May 03, 2024

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There was no need to delete and reimport.

 

This is the preview cache, sitting beside your catalog file:

 

LrC.png

 

The previews you see in Library are stored as jpegs, separate from the original raw file, in this cache. These previews should be updated as you work. The preview cache is there to speed things up in Library. It can be deleted, and then it will rebuild as new previews are needed and generated.

 

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Community Beginner ,
May 03, 2024 May 03, 2024

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I deleted the file, closed lightroom and opened it again and it didnt work. I forgot to say that when I export the picture it gets unsharpened like in library.

@John R Ellis 

@D Fosse 

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LEGEND ,
May 03, 2024 May 03, 2024

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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.

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Community Beginner ,
May 03, 2024 May 03, 2024

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I realized that when i turn Graphics Processor off, the develop image gets less sharpened and the images look more like each other, it gets better. I paste below the info you requested, using graphics processos "ON".

 

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: 16
Processor speed: 2,4GHz
SqLite Version: 3.36.0
CPU Utilisation: 1,0%
Built-in memory: 32598,8 MB
Dedicated GPU memory used by Lightroom: 169,5MB / 8147,2MB (2%)
Real memory available to Lightroom: 32598,8 MB
Real memory used by Lightroom: 1861,8 MB (5,7%)
Virtual memory used by Lightroom: 2345,0 MB
GDI objects count: 943
USER objects count: 2662
Process handles count: 2836
Memory cache size: 45,3MB
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: 773MB / 16299MB (4%)
Camera Raw real memory: 775MB / 32598MB (2%)
 
Cache1: 
Preview1- RAM:22,0MB, VRAM:0,0MB, IMG_6450.CR2
Preview2- RAM:75,0MB, VRAM:0,0MB, IMG_6449.CR2
NT- RAM:97,0MB, VRAM:0,0MB, Combined:97,0MB
 
Cache2: 
final1- RAM:189,0MB, VRAM:0,0MB, IMG_6450.CR2
final2- RAM:189,0MB, VRAM:0,0MB, IMG_6449.CR2
T- RAM:378,0MB, VRAM:0,0MB, Combined:378,0MB
 
Cache3: 
m:45,3MB, n:94,6MB
 
U-main: 94,0MB
 
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Standard Preview Size: 2560 pixels
Displays: 1) 2560x1080
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No
 
Graphics Processor Info: 
DirectX: AMD Radeon RX 6650 XT (31.0.24027.1012)
Init State: GPU for Display supported by default with image processing and export supported in the custom mode
User Preference: Auto
 
Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: C:\Users\Carlos\Pictures\Lightroom\Lightroom Catalog.lrcat
Settings Folder: C:\Users\Carlos\AppData\Roaming\Adobe\Lightroom
 
Installed Plugins: 
1) AdobeStock
2) Flickr
3) Gradient Map
4) Nikon Tether Plugin
 
Config.lua flags: None
 
Adapter #1: Vendor : 1002
Device : 73ef
Subsystem : 50271462
Revision : c1
Video Memory : 8147
Adapter #2: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - Fones de ouvido (STANER)#{comment}DVAAU-4201250: Open the audio hardware preferences page.
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 44100
Build: LR5x120
Direct2DEnabled: false
GL_ACCUM_ALPHA_BITS: 8
GL_ACCUM_BLUE_BITS: 8
GL_ACCUM_GREEN_BITS: 8
GL_ACCUM_RED_BITS: 8
GL_ALPHA_BITS: 8
GL_BLUE_BITS: 8
GL_DEPTH_BITS: 32
GL_GREEN_BITS: 8
GL_MAX_3D_TEXTURE_SIZE: 8192
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_TEXTURE_UNITS: 8
GL_MAX_VIEWPORT_DIMS: 16384,16384
GL_RED_BITS: 8
GL_RENDERER: AMD Radeon RX 6650 XT
GL_SHADING_LANGUAGE_VERSION: 4.60
GL_STENCIL_BITS: 8
GL_VENDOR: ATI Technologies Inc.
GL_VERSION: 4.6.0 Compatibility Profile Context 24.3.1.240312
GPUDeviceEnabled: false
OGLEnabled: true
GL_EXTENSIONS: GL_EXT_abgr GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_texture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_subtexture GL_EXT_texture3D GL_EXT_bgra GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_multitexture GL_IBM_texture_mirrored_repeat GL_AMD_debug_output GL_ARB_multisample GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_cube_map GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_NV_blend_square GL_NV_texgen_reflection GL_SUN_multi_draw_arrays WGL_EXT_swap_control GL_ARB_point_parameters GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_NV_half_float GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_vertex_program GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texture_rectangle GL_NV_primitive_restart GL_S3_s3tc GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_occlusion_query GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_EXT_blend_equation_separate GL_EXT_depth_bounds_test GL_ARB_color_buffer_float GL_ARB_draw_buffers GL_ARB_half_float_pixel GL_ARB_pixel_buffer_object GL_ARB_texture_float GL_ARB_texture_rectangle GL_EXT_framebuffer_object GL_EXT_pixel_buffer_object GL_EXT_texture_mirror_clamp GL_NV_float_buffer GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_ATI_separate_stencil GL_ATI_shader_texture_lod GL_ATI_texture_mirror_once GL_EXT_bindable_uniform GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_packed_float GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_integer GL_EXT_transform_feedback GL_NV_depth_buffer_float GL_OES_EGL_image GL_EXT_provoking_vertex GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_vertex_array_bgra GL_NV_conditional_render GL_ARB_depth_buffer_float GL_ARB_draw_instanced GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_texture_buffer_object GL_ARB_texture_compression_rgtc GL_ARB_texture_rg GL_ARB_transform_feedback GL_ARB_vertex_array_object GL_EXT_direct_state_access GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_AMD_conservative_depth GL_AMD_seamless_cubemap_per_texture GL_AMD_texture_cube_map_array GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_seamless_cube_map GL_ARB_shader_texture_lod GL_ARB_sync GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_cube_map_array GL_ARB_texture_gather GL_ARB_texture_multisample GL_ARB_texture_multisample_no_array GL_ARB_texture_query_lod GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ATI_meminfo GL_EXT_texture_storage GL_NV_copy_image GL_NV_texture_barrier GL_AMD_blend_minmax_factor GL_AMD_depth_clamp_separate GL_AMD_sample_positions GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_compressed_texture_pixel_storage GL_ARB_debug_output GL_ARB_draw_indirect GL_ARB_explicit_attrib_location GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_occlusion_query2 GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shading_language_packing GL_ARB_tessellation_shader GL_ARB_texture_compression_bptc GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_vertex_attrib_64bit GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_EXT_shader_image_load_store GL_EXT_texture_sRGB_decode GL_EXT_vertex_attrib_64bit GL_AMD_multi_draw_indirect GL_AMD_pinned_memory GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_conservative_depth GL_ARB_internalformat_query GL_ARB_shader_atomic_counters GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_ARB_transform_feedback_instanced GL_EXT_debug_label GL_AMD_query_buffer_object GL_AMD_shader_trinary_minmax GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_clear_buffer_object GL_ARB_compute_shader GL_ARB_copy_image GL_ARB_explicit_uniform_location GL_ARB_fragment_layer_viewport GL_ARB_framebuffer_no_attachments GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_stencil_texturing GL_ARB_texture_buffer_range GL_ARB_texture_query_levels GL_ARB_texture_storage_multisample GL_ARB_texture_view GL_ARB_vertex_attrib_binding GL_EXT_copy_buffer GL_KHR_debug GL_KHR_texture_compression_astc_ldr GL_AMD_gpu_shader_half_float GL_AMD_gpu_shader_int64 GL_ARB_ES3_1_compatibility GL_ARB_bindless_texture GL_ARB_buffer_storage GL_ARB_clear_texture GL_ARB_enhanced_layouts GL_ARB_indirect_parameters GL_ARB_multi_bind GL_ARB_query_buffer_object GL_ARB_seamless_cubemap_per_texture GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_sparse_texture GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_stencil8 GL_ARB_vertex_type_10f_11f_11f_rev GL_EXT_shader_integer_mix GL_EXT_timer_query GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_NV_shader_atomic_int64 GL_ARB_clip_control GL_ARB_conditional_render_inverted GL_ARB_cull_distance GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_get_texture_sub_image GL_ARB_pipeline_statistics_query GL_ARB_shader_texture_image_samples GL_ARB_sparse_buffer GL_ARB_texture_barrier GL_ARB_transform_feedback_overflow_query GL_EXT_polygon_offset_clamp GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_OVR_multiview GL_ARB_ES3_2_compatibility GL_ARB_gpu_shader_int64 GL_ARB_parallel_shader_compile GL_ARB_post_depth_coverage GL_ARB_sample_locations GL_ARB_shader_atomic_counter_ops GL_ARB_shader_ballot GL_ARB_shader_clock GL_ARB_shader_viewport_layer_array GL_ARB_texture_filter_minmax GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_RG8 GL_KHR_no_error GL_OVR_multiview2 GL_ARB_gl_spirv GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_semaphore GL_EXT_semaphore_win32 GL_AMD_gpu_shader_int16 GL_ARB_polygon_offset_clamp GL_ARB_spirv_extensions GL_ARB_texture_filter_anisotropic GL_EXT_texture_compression_bptc GL_KHR_parallel_shader_compile GL_KHR_shader_subgroup GL_EXT_nonuniform_qualifier GL_NV_timeline_semaphore

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LEGEND ,
May 03, 2024 May 03, 2024

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Next steps to narrow down the issue:

 

1. Update to the slightly newer graphics driver for your graphics processor:

https://www.amd.com/en/support/downloads/drivers.html/graphics/radeon-rx/radeon-rx-6000-series/amd-r...

 

Most likely won't make a difference, but it would be good to rule out the driver. Import a fresh copy of one of the problem photos to ensure that LR builds fresh previews. Does the problem still occur?

 

2. Try setting Preferences > Performance > Use Graphics Processor to Off.  Does that affect newly imported fresh copies?

 

3. Select a problem photo in Library and do Metadata > Save Metadata To File. Upload the raw file and its .xmp sidecar to Dropbox, Google Drive, or similar and post the sharing link here. We can see if the issue occurs on other LR installations or is specific to yours.

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Community Expert ,
May 04, 2024 May 04, 2024

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quote

I forgot to say that when I export the picture it gets unsharpened like in library.

 

I realized that when i turn Graphics Processor off, the develop image gets less sharpened and the images look more like each other


By @Carlos35019567yazq

 

There is something really strange going on here. This rather clearly points to the GPU driver.

 

And if this is happening at 100% view, lots of red flags come up. That GPU is doing something weird.

 

It has come to my attention recently (not being familiar with AMD) that AMD very aggresively add gaming-specific modifications to almost everything, as default settings. I would assume the GPU driver is a particular target for this.

 

So what I would do at this point is go on a hunt. Find everything that looks like a gaming setting, and kill it. Not just in the GPU driver, but system wide. I have for a long time noticed that AMD systems seem more prone to problems than Intel, and this looks like a very likely explanation.

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New Here ,
Oct 23, 2024 Oct 23, 2024

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In Preferences you have to set "Use Graphic Processor" on "Off". It has helped me, the colors are the same in Library and Develop views.

 

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Community Expert ,
Oct 23, 2024 Oct 23, 2024

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Well, that's not a fix, just sweeping it under the carpet. You lose a lot of functionality without the GPU.

 

The proper fix is to find out what makes the GPU do this. Sometimes a new driver is all it takes.

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