• 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
Exit
23

P: Font sizes in UI are small and unreadable - we need to be able to resize with greater granularity

Explorer ,
Feb 02, 2022 Feb 02, 2022

Copy link to clipboard

Copied

I’m writing about a problem I’ve encountered that seems to have a lot of people frustrated on the forums, but that Adobe apparently hasn’t done anything to address. This pertains to both LR Classic and PS 2002.

 

I use LR Classic CC and Photoshop 2022 on a new Macbook Pro (OS 12.1, M1 max chip), connected to an external monitor with a resolution of 2560 x 1440. The problem is that the fonts in the drop-down menus (and to a lesser extent, on the panel labels) are spidery and difficult to read, and there’s no way to adjust them or make them larger and clearer. From what I’ve read on the forums, this problem is even worse for those who have upgraded to 4K monitors.

 

The usual solution (and the only one offered by tech support) is to use the Mac’s system preferences to change the monitor display settings to a lower resolution. This isn’t a workable solution because external monitors don’t work well when they’re not at their optimal resolution. If you try to scale them to something other than the default setting, you lose sharpness. I’m a professional photographer and I can’t work on a blurry monitor.

 

In the “preferences / interface” panel of LR, there are options to make fonts larger, but these have no visible effect on drop-down menu fonts (and in fact I still don’t know what they actually adjust). Some responses on the forums suggest that people think these DO affect those fonts, but they’re mistaken. Whether the efficacy of those settings is affected by monitor resolution, I don’t know—but it shouldn’t be.

 

What's really needed—and will be even more important as people transition to 4K monitors—is the ability for the user to adjust font size and sharpness in the panels and menus without rescaling the monitor resolution. This should be well within the technical capabilities of the Adobe programming team. It could simply be part of the "preferences" panel -- an option for "Font sizes in drop-down menus" and another for "Font sizes in panel labels." It may require some collaboration between your engineers and those at Apple, but I assume there’s precedent for that.

 

With all the griping about this problem on the forums—complaints that go back years, mind you—it’s hard to understand why nothing’s been done about it. I’d appreciate it (and so would a lot of other people) if you could look into this and come up with a fix.

 

Thanks.

Idea No status
TOPICS
macOS , Windows

Views

3.6K

Translate

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
70 Comments
Community Beginner ,
Dec 01, 2022 Dec 01, 2022

Copy link to clipboard

Copied

Okay thanks for this.
But how do I get someone from Adobe to look at this?
Lightroom is supported by them to run on a Windows platform.
Thanks
Bryn

Votes

Translate

Translate

Report

Report
Community Beginner ,
Dec 01, 2022 Dec 01, 2022

Copy link to clipboard

Copied

Follow-up

On Windows version of LR we have these font size options:

brynl44302093_1-1669911801505.png

 

Votes

Translate

Translate

Report

Report
Community Beginner ,
Dec 01, 2022 Dec 01, 2022

Copy link to clipboard

Copied

Small is too small for me/my screen

Large - 150% is too large for me/my screen

Medium may be just right for me, but it looks the same size as small, this is my issue.

 

Votes

Translate

Translate

Report

Report
Adobe Employee ,
Dec 01, 2022 Dec 01, 2022

Copy link to clipboard

Copied

Don't post Word documents - most people will avoid those as potential virus vectors. I will not open your word document.

 

  • Repeatable instructions for reproduction are the best thing you can give to start. 
  • Second best thing is to provide detailed information about how you have your display configured under  Windows settings. 

 

With a conventional 4K display under Win 10 I see no issue - as demonstrated in my original image in my first reply. I suspect you have a Windows Control Panel setting that is causing the issue on your end.  I've since tried on a separate Windows 11 machine (Laptop with 4K Display) and the Small and Medium font is visually different. 

Rikk Flohr - Customer Advocacy: Adobe Photography Products

Votes

Translate

Translate

Report

Report
Community Expert ,
Dec 01, 2022 Dec 01, 2022

Copy link to clipboard

Copied

I believe the additional options are Windows specific.

 

This recently published blog post by another user may help with resizing the available options https://technologytales.com/2022/11/25/more-user-interface-font-scaling-options-in-adobe-lightroom-c...

 

 

Votes

Translate

Translate

Report

Report
LEGEND ,
Dec 01, 2022 Dec 01, 2022

Copy link to clipboard

Copied

Votes

Translate

Translate

Report

Report
LEGEND ,
Dec 01, 2022 Dec 01, 2022

Copy link to clipboard

Copied

Votes

Translate

Translate

Report

Report
Community Beginner ,
Dec 01, 2022 Dec 01, 2022

Copy link to clipboard

Copied

Thanks again for getting back.  I will try and paste the bits from the word doc below, but they look a bit fuzzy, that's why I put them in a Word doc.  I have also attached a pdf version.

 

LR Panel font size change test:

 

System info provided at the end of this doc.

 

Steps to reproduce:

 

Select Preferences from the edit menu, then the Interface tab.

Change the Panels – font size to ‘small’ using the dropdown.

Select ‘Restart Lightroom Classic’ button at the bottom of the Preferences window.

brynl44302093_15-1669914264693.png

LR restarts and shows the following

brynl44302093_16-1669914290623.png

Step two, open up the preferences window as before, this time set the font size to ‘medium’ and restart lightroom

brynl44302093_17-1669914319032.png

LR restarts and shows the following

brynl44302093_18-1669914344045.png

Issue is that the Developer panel has not changed, I cannot determine a difference between this and this and the first screen dump done with a ‘small’ front selected.

 

 

For completeness, Step three, open up the preferences window as before, this time set the font size to ‘large – 150%’ and restart lightroom.

brynl44302093_19-1669914386560.png

LR restarts and shows the following:

brynl44302093_20-1669914407580.png

With the ‘large -150%’ font size selected, the Developer panel is clearly wider, and the font size is larger.  The tab options at the top (Library/Develop/Map/Book…) are also in a larger font.

 

Overlaying the three different font size options together, clearly shows that two are identical

 

brynl44302093_22-1669914470256.png

 

My Windows 10 display settings are: (note: I also tried with the windows text setting to 100%, but had the same issue)

 

brynl44302093_23-1669914614523.png

System info:

Lightroom Classic version: 12.0.1 [ 202210260744-9e008017 ]

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: 3.1GHz

SqLite Version: 3.36.0

CPU Utilisation: 6.0%

Built-in memory: 16190.6 MB

Dedicated GPU memory used by Lightroom: 1353.5MB / 4018.0MB (33%)

Real memory available to Lightroom: 16190.6 MB

Real memory used by Lightroom: 2569.8 MB (15.8%)

Virtual memory used by Lightroom: 5977.7 MB

GDI objects count: 726

USER objects count: 2057

Process handles count: 2509

Memory cache size: 2592.8MB

Internal Camera Raw version: 15.0 [ 1261 ]

Maximum thread count used by Camera Raw: 5

Camera Raw SIMD optimization: SSE2,AVX,AVX2

Camera Raw virtual memory: 1217MB / 8095MB (15%)

Camera Raw real memory: 1292MB / 16190MB (7%)

System DPI setting: 96 DPI

Desktop composition enabled: Yes

Standard Preview Size: 2048 pixels

Displays: 1) 2560x1440

Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No

 

Graphics Processor Info:

DirectX: NVIDIA GeForce GTX 1050 Ti (27.21.14.5751)

Init State: GPU for Image Processing supported by default

User Preference: Auto

 

Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic

Library Path: C:\Users\bryn\OneDrive\Pictures\Lightroom\Lightroom Catalog-2-v12.lrcat

Settings Folder: C:\Users\bryn\AppData\Roaming\Adobe\Lightroom

 

Installed Plugins:

1) AdobeStock

2) Flickr

3) Loupedeck2

4) Nikon Tether Plugin

 

Config.lua flags: None

 

Adapter #1: Vendor : 10de

                Device : 1c82

                Subsystem : 35121028

                Revision : a1

                Video Memory : 4018

Adapter #2: Vendor : 8086

                Device : 3e92

                Subsystem : 8591028

                Revision : 0

                Video Memory : 80

Adapter #3: Vendor : 1414

                Device : 8c

                Subsystem : 0

                Revision : 0

                Video Memory : 0

AudioDeviceIOBlockSize: 1024

AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - DELL SE2723DS (NVIDIA High Definition Audio)#{comment}DVAAU-4201250: Open the audio hardware preferences page.

AudioDeviceNumberOfChannels: 2

AudioDeviceSampleRate: 48000

Build: LR5x19

Direct2DEnabled: false

GL_ACCUM_ALPHA_BITS: 16

GL_ACCUM_BLUE_BITS: 16

GL_ACCUM_GREEN_BITS: 16

GL_ACCUM_RED_BITS: 16

GL_ALPHA_BITS: 0

GL_BLUE_BITS: 8

GL_DEPTH_BITS: 24

GL_GREEN_BITS: 8

GL_MAX_3D_TEXTURE_SIZE: 16384

GL_MAX_TEXTURE_SIZE: 32768

GL_MAX_TEXTURE_UNITS: 4

GL_MAX_VIEWPORT_DIMS: 32768,32768

GL_RED_BITS: 8

GL_RENDERER: GeForce GTX 1050 Ti/PCIe/SSE2

GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA

GL_STENCIL_BITS: 8

GL_VENDOR: NVIDIA Corporation

GL_VERSION: 4.6.0 NVIDIA 457.51

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_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_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_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

Translate

Report

Report
Participant ,
Dec 01, 2022 Dec 01, 2022

Copy link to clipboard

Copied

Is there still an issue with the UI widgets having a 2^31 or 2^32 pixel height limit? As in, the maximum size of a scrolling list is limited by the number of pixels it takes up? 32-64k pixels is perfectly attainable in a list of keywords. Particularly if the fonts are large and/or display is high res.

Votes

Translate

Translate

Report

Report
LEGEND ,
Dec 01, 2022 Dec 01, 2022

Copy link to clipboard

Copied

Graphics Processor Info:
DirectX: NVIDIA GeForce GTX 1050 Ti (27.21.14.5751)
Init State: GPU for Image Processing supported by default
User Preference: Auto

Probably not the cause of your issue, but your GPU driver is way out of date. You probably have an NVIDIA app called GeForce Experience, Bring that app up, look out for any message stating an update for it exists, fix that if so, then use it to check for and update the GPU driver, when you do, select custom install as to cause a uninstall of old crud.

 

Note, on my Windows 10 rig, I cannot notice much difference in LrC small s medium.

 

Votes

Translate

Translate

Report

Report
LEGEND ,
Dec 01, 2022 Dec 01, 2022

Copy link to clipboard

Copied

Measuring on my LR 12.0.1 / Windows 10 / 2560 x 1440 display, I observe about a 10% difference between Medium and Small and a 49% difference between Large - 150% and Small.  As on Mac, the difference between Medium and Small isn't very useful -- it would be much better to have a Medium that's about 25% larger than Small.

 

* * *

 

Facts: I measured the size of history-step text in the Develop History panel for Windows Display Scaling of 100% and 125% and LR font sizes of Small, Medium, and Large - 150%:

johnrellis_2-1669920921904.png

 

- Line Height is the pixel distance between the baselines of History-panel text.

- "P" Height is the pixel height of the letter "P" in the first History line.

- "Publish" width is the pixel width of the first line of History, from "P" to ")".

- Linear Ratio is the linearized ratio of the total pixels of the texts in the first History step:

 

Linear Ratio = sqrt ((P Height * Publish Width) / (Small P Height * Small Publish Width))

 

If Medium used a "P" height of 10 rather than 9, with about the same relative character widths as Large - 150%, that would produce a more useful visual ratio of 1.25 rather than the current 1.10.

 

* * *

 

Here are screenshots of what I measured, for Windows Display Scaling of 100% and then 125%, at Small, Medium, and Large - 150%:

johnrellis_10-1669921954507.png

 

 

 

 

 

 

 

 

Votes

Translate

Translate

Report

Report
LEGEND ,
Dec 01, 2022 Dec 01, 2022

Copy link to clipboard

Copied

Votes

Translate

Translate

Report

Report
LEGEND ,
Dec 01, 2022 Dec 01, 2022

Copy link to clipboard

Copied

Votes

Translate

Translate

Report

Report
LEGEND ,
Dec 01, 2022 Dec 01, 2022

Copy link to clipboard

Copied

Moderators, @Rikk Flohr: Photography, oops, this thread should be merged into the pre-existing Idea with 8 votes:

https://community.adobe.com/t5/lightroom-classic-ideas/p-font-sizes-in-ui-are-small-and-unreadable-w...

 

(I meant to use that one originally, sorry.)

 

Votes

Translate

Translate

Report

Report
LEGEND ,
Dec 01, 2022 Dec 01, 2022

Copy link to clipboard

Copied

Votes

Translate

Translate

Report

Report
LEGEND ,
Dec 01, 2022 Dec 01, 2022

Copy link to clipboard

Copied

"Is there still an issue with the UI widgets having a 2^31 or 2^32 pixel height limit? As in, the maximum size of a scrolling list is limited by the number of pixels it takes up?"

 

Unfortunately still an issue:

https://community.adobe.com/t5/lightroom-classic-discussions/p-windows-limit-on-number-of-keywords-f...

 

It's been present in Windows LR since 1.0 and I think it's highly unlikely to get fixed.

 

(Also, the limit is 2^16 ~ 64K pixels.)

 

Votes

Translate

Translate

Report

Report
Participant ,
Dec 02, 2022 Dec 02, 2022

Copy link to clipboard

Copied

Ah yeah sorry I am in the wrong power of 2 decade. I actually know better but wrote incorrectly. But yes I have had the problem of the keyword list "overflowing" and obviously font size and high-res scaling confounds that already stupid very 20th century problem.

Votes

Translate

Translate

Report

Report
New Here ,
Dec 03, 2022 Dec 03, 2022

Copy link to clipboard

Copied

Same. We don't know what % medium is, but it's too small on my UHD monitor, already set to scale the whole monitor view to 125% in Windows, which is fine for everything else that I've checked so far. Having medium (% unknown), large 150% and nothing in between in LR isn't useful enough for some (many?) of us.

At the very least, we need to be able to choose 100% font size (perhaps call it Full, Normal or even ... gasp ... 100%?).

Ideally, we could choose whatever scaling we want, but a great starting point would be some additional predefined ones (100%, 125%, etc).

Fingers crossed.

 

Votes

Translate

Translate

Report

Report
Community Beginner ,
Dec 04, 2022 Dec 04, 2022

Copy link to clipboard

Copied

Moderators, please review why this has been moved to ‘ideas’ when it is clearly is a ‘bug’ i.e. doesn’t do what it says/implies that will it will do.  "On Windows 10, there is no difference between the small and medium options for the panel font sizes"

 

Some may view this as a minor ‘defect’, but it makes Lr very difficult to use on 2560x1440 resolution monitors and higher, as the next font option size up, Large-150%, drastically reduces the central workspace. I am positive that whoever specified this feature, did not intend that the small and medium front size options to be identical. Thanks.

 

 PS Is there a list of defects to be addressed somewhere, may be with an intended release version and date? Call me old fashioned, but that’s how I use to do things…. If only to keep the clients from chasing all the time. 🙂

Votes

Translate

Translate

Report

Report
LEGEND ,
Dec 04, 2022 Dec 04, 2022

Copy link to clipboard

Copied

We are just fellow users in this community (mostly), we have no idea what Adobe may be working on, however Adobe does post this:

 

Known issues in Lightroom Classic

 

P.S. Adobe also posts:

 

Fixed issues in Lightroom Classic

 

Votes

Translate

Translate

Report

Report
LEGEND ,
Dec 04, 2022 Dec 04, 2022

Copy link to clipboard

Copied

On my Windows LR 12.0.1 2560 x 1440 display, Small and Medium are not identical -- Medium has about 10% more pixels. But I fully agree that Medium isn't useful and there should be a useful size between Small and Large - 150% (e.g. 125%).  

 

Whether Adobe marks something as Bug or Idea doesn't really matter with respect to whether they're going to change LR.  They do review everything posted in these forums and ruthlessly prioritize both bug fixes and feature requests based partially on their estimate of how many users are affected (which is partially informed by the number of votes and replies here).

Votes

Translate

Translate

Report

Report
New Here ,
Dec 09, 2022 Dec 09, 2022

Copy link to clipboard

Copied

I can confirm also on QHD medium and small are essentially the same (maybe there's a 10% difference but it doesn't matter practically) and that large is MUCH larger. Medium should be right in between small and large.

Votes

Translate

Translate

Report

Report
New Here ,
Feb 11, 2023 Feb 11, 2023

Copy link to clipboard

Copied

It would be great to be able to increase the text and slider sizes as well as have an option for high contrast visuals for anyone who suffers with poor vision or sight loss. 

 

Due to my vision getting worse it is becoming increasingly difficult to edit images and this feature would make my life much easier and allow me to continue doing something I love. 

Votes

Translate

Translate

Report

Report
Community Expert ,
Feb 12, 2023 Feb 12, 2023

Copy link to clipboard

Copied

Have you tried any of the 'Accessibility' features in Windows or macOS (example in screenshot below)

 

accessibility.jpg

Votes

Translate

Translate

Report

Report
New Here ,
Feb 12, 2023 Feb 12, 2023

Copy link to clipboard

Copied

None of the accessibility options effect anything inside the programme. I have larger text and a high contrast theme but the lightroom options for editing remain the same.

Votes

Translate

Translate

Report

Report