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Lightroom Classic Speed issue

Mar 22, 2020

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I have upgraded my Windows 10 PC to an i-7-9700 CPU @ 3.00 GHz, 32 GB Ram and 64 Bit.

I did the upgrade primarily because Lightroom was slow to respond previously.

 

Still having speed issues so I am digging deeper. I run a 1TB SSD and LR Classic in installed on that drive.

My catalog is on my E: Drive and my Camera Raw Cache Setting is on my C: or SSD drive. Maximum size is set to 100.0 GB I have read that my catalog and Cache should be on the same drive?

 

Running a NVIDIA GeForce GTX 1050 Ti 4 GB video card. LR is set to Use Graphics Processor to Custom, Use GPU for image processing (Process Version 5 or highter) is selected and preferences say Full graphics acceleration is enabled.

 

Biggest issue is when editing, the image goes black leaving just the file name, date and size viewable in the upper left. This remains for many seconds before returning to the image itself.

 

I must also say my catalog contains 400,000 plus images but I have alwasy been advised the number of images is not an issue with Lightroom?

 

Does anything jump out at you as being an issue?

 

System Info:

Lightroom Classic version: 9.2 [ 202001311240-2d026470 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 10 - Business Edition
Version: 10.0.18363
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 3.0 GHz
SqLite Version: 3.30.1
Built-in memory: 32631.7 MB
Real memory available to Lightroom: 32631.7 MB
Real memory used by Lightroom: 7584.4 MB (23.2%)
Virtual memory used by Lightroom: 7832.0 MB
GDI objects count: 1247
USER objects count: 2323
Process handles count: 2498
Memory cache size: 18.4MB
Internal Camera Raw version: 12.2 [ 384 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 2897MB / 16315MB (17%)
Camera Raw real memory: 2913MB / 32631MB (8%)
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Displays: 1) 1920x1080, 2) 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 GTX 1050 Ti (26.21.14.4274)

 

Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: E:\Users\User\Pictures\Lightroom Backups\Lightroom 5 Catalog\Lightroom Catalog-2-2.lrcat
Settings Folder: C:\Users\bians\AppData\Roaming\Adobe\Lightroom

Installed Plugins:
1) AdobeStock
2) Facebook
3) Flickr
4) HDR Efex Pro 2
5) Nikon Tether Plugin
6) ON1 Photo RAW 2019
7) ON1 Photo RAW 2020
😎 ON1 Resize 2019
9) ON1 Resize 2020
10) ON1 Resize Standalone 2019

Config.lua flags: None

Adapter #1: Vendor : 10de
Device : 1c82
Subsystem : 37641458
Revision : a1
Video Memory : 4018
Adapter #2: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
Adapter #3: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Speakers (2- High Definition Audio Device)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: 12.1x4
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 442.74
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

 

 

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Lightroom Classic Speed issue

Mar 22, 2020

Copy link to clipboard

Copied

I have upgraded my Windows 10 PC to an i-7-9700 CPU @ 3.00 GHz, 32 GB Ram and 64 Bit.

I did the upgrade primarily because Lightroom was slow to respond previously.

 

Still having speed issues so I am digging deeper. I run a 1TB SSD and LR Classic in installed on that drive.

My catalog is on my E: Drive and my Camera Raw Cache Setting is on my C: or SSD drive. Maximum size is set to 100.0 GB I have read that my catalog and Cache should be on the same drive?

 

Running a NVIDIA GeForce GTX 1050 Ti 4 GB video card. LR is set to Use Graphics Processor to Custom, Use GPU for image processing (Process Version 5 or highter) is selected and preferences say Full graphics acceleration is enabled.

 

Biggest issue is when editing, the image goes black leaving just the file name, date and size viewable in the upper left. This remains for many seconds before returning to the image itself.

 

I must also say my catalog contains 400,000 plus images but I have alwasy been advised the number of images is not an issue with Lightroom?

 

Does anything jump out at you as being an issue?

 

System Info:

Lightroom Classic version: 9.2 [ 202001311240-2d026470 ]
License: Creative Cloud
Language setting: en
Operating system: Windows 10 - Business Edition
Version: 10.0.18363
Application architecture: x64
System architecture: x64
Logical processor count: 8
Processor speed: 3.0 GHz
SqLite Version: 3.30.1
Built-in memory: 32631.7 MB
Real memory available to Lightroom: 32631.7 MB
Real memory used by Lightroom: 7584.4 MB (23.2%)
Virtual memory used by Lightroom: 7832.0 MB
GDI objects count: 1247
USER objects count: 2323
Process handles count: 2498
Memory cache size: 18.4MB
Internal Camera Raw version: 12.2 [ 384 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 2897MB / 16315MB (17%)
Camera Raw real memory: 2913MB / 32631MB (8%)
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Displays: 1) 1920x1080, 2) 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 GTX 1050 Ti (26.21.14.4274)

 

Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: E:\Users\User\Pictures\Lightroom Backups\Lightroom 5 Catalog\Lightroom Catalog-2-2.lrcat
Settings Folder: C:\Users\bians\AppData\Roaming\Adobe\Lightroom

Installed Plugins:
1) AdobeStock
2) Facebook
3) Flickr
4) HDR Efex Pro 2
5) Nikon Tether Plugin
6) ON1 Photo RAW 2019
7) ON1 Photo RAW 2020
😎 ON1 Resize 2019
9) ON1 Resize 2020
10) ON1 Resize Standalone 2019

Config.lua flags: None

Adapter #1: Vendor : 10de
Device : 1c82
Subsystem : 37641458
Revision : a1
Video Memory : 4018
Adapter #2: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
Adapter #3: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: Speakers (2- High Definition Audio Device)
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: 12.1x4
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 442.74
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 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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 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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

 

 

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Performance, Problem or error

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Mar 22, 2020

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What actions in Lightroom Classic are slow? Please be specific. 

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Mar 22, 2020

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I have a preset for general sharpening and noise reduction. When I launch that preset there is a lag between the time it reflects the change and allowing me to launch File, Export. And not in every case does it do this.

 

Also the problem seems to get worse the longer I use Lightroom and sometimes, a relaunch of Lightroom improved the situation.

 

As an aside, I also see that Lightroom is using a significant amount of memory, (as reported by task manager) to the tune of 4830 MB, just sitting there with me doing nothing.

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Mar 22, 2020

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What size in pixels  or megapixels are your original images? Do not tell me megabytes.

 

Lightroom uses as much memory as it needs, so if some memory is sitting there unused by Lightroom, it is because Lightroom doesn't need to use it.

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Mar 22, 2020

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5472 x 3648

 

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Adobe Community Professional ,
Mar 22, 2020

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On the point about using 4830MB without doing anything, that isn’t unusual for photo/video/graphics applications. They often set aside RAM to cache recent actions, or in anticipation of needing enough memory space for things like performing large calculations. That is even more true of Lightroom Classic because it isn’t a single-image editor. It has many bulk image processing features, where more RAM might be needed compared to if only one image was being edited. Lightroom Classic also needs to anticipate you moving from image to image at any time. Image-to-image moves go faster if the previews for those images are already ready to display, and there is no faster way to display them than from RAM. That requires setting aside enough RAM to cache previews of nearby images. In part, this is why the Adobe-recommended amount of RAM that Lightroom Classic should have available is 12GB. Not just for what it’s currently doing, but for caching various items in RAM for performance reasons. If Lightroom Classic is using just 4GB, that’s not a lot compared to the recommended 12GB…and so 4GB is completely consistent with it not doing very much.

 

(Previews of nearby images will be generated in the background in advance, if “Generate previews in parallel” is enabled in the Performance tab in Preferences in Lightroom Classic. If a CPU has many cores, it’s recommended to have that option on.)

 

Unfortunately, those explanations don’t help figure out why it seems to be so slow on your computer.

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Mar 23, 2020

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Conrad, when you reference the 4 GB, are you referring to the 4 GB of RAM on my video card? I do have 32 GB's of installed RAM installed on my PC.

Generate Previews in parallel is checked.

Also, as a test I created a new catalog in Lightroom and imported 5,000 images as a new catalog and it seems the speed issue is still there even with only a small number of umages. I also turned off the GPU acceleration to see if that mad eany difference. It seems that it has not.

Preferences.jpg

 
 
 

 

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Adobe Community Professional ,
Mar 22, 2020

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Check the Power Option in the Windows Control Panel and set it to High Performance.

 

There is also another option, Ultimate Performance, but you need to Google for the step to set it to that.

 

Also check your BIOS/UEFI for any setting that is limiting the speed of the CPU, and other components, and trun those off.

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Mar 23, 2020

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And an additionsl note. This setting in Windows is orone to be set back to defaults at Windiws updates.

 

mid 2015 MBPr 15” 16GB MACOS 10.15.3; 4K EXT DSPY; CAM: Canon 5D Mk III, Fuji X-T3>Just another Adobe customer; My Sys; APP: LRC 9.2.1, PS 21.1.3; CMP: WIN WS 16GB OS 10.0.18363,
mid 2015 MBPr 15” 16GB MACOS 10.15.3; 4K EXT DSPY; CAM: Canon 5D Mk III, Fuji X-T3

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Adobe Community Professional ,
Mar 22, 2020

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Just as another data point, what performance changes do you see if you turn off the GPU accelleration?

 

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Mar 23, 2020

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Some additional performance points

 

 

My catalog is on my E: Drive and my Camera Raw Cache Setting is on my C: or SSD drive. Maximum size is set to 100.0 GB I have read that my catalog and Cache should be on the same drive?

 

You have your Camera RAW CACHE on the same drive as your Windows OS Paging file (most likely). try to avoid that, Camera RAW CACHE and Paging could be wrighting to the same hard drive at the same time. Yes, Camera RAW CACHE should go on a fast hard drive, but not C.

 

Camera RAW CACHE and catalig do nit have to be on the same drive. I have no idea where your info comes from

 

Catalog and Library previews are the only items that must be on the same drive, if you even attemt to change that LRC will correct it. 

 

 

 

mid 2015 MBPr 15” 16GB MACOS 10.15.3; 4K EXT DSPY; CAM: Canon 5D Mk III, Fuji X-T3>Just another Adobe customer; My Sys; APP: LRC 9.2.1, PS 21.1.3; CMP: WIN WS 16GB OS 10.0.18363,
mid 2015 MBPr 15” 16GB MACOS 10.15.3; 4K EXT DSPY; CAM: Canon 5D Mk III, Fuji X-T3

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Mar 23, 2020

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continuing, performance points

 

Running a NVIDIA GeForce GTX 1050 Ti 4 GB video card. LR is set to Use Graphics Processor to Custom, Use GPU for image processing (Process Version 5 or highter) is selected and preferences say Full graphics acceleration is enabled.

Try to avoid custom. Can have undesired results. When you use custom you are over riding the tecs concerns over compatability.

 

Two things to check outside of LRC to improve results of Automatic

 

GPU driver updates and clean install of it

 

Use of GPU controlls

 

mid 2015 MBPr 15” 16GB MACOS 10.15.3; 4K EXT DSPY; CAM: Canon 5D Mk III, Fuji X-T3>Just another Adobe customer; My Sys; APP: LRC 9.2.1, PS 21.1.3; CMP: WIN WS 16GB OS 10.0.18363,
mid 2015 MBPr 15” 16GB MACOS 10.15.3; 4K EXT DSPY; CAM: Canon 5D Mk III, Fuji X-T3

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