Ganji12
Explorer
Ganji12
Explorer
Activity
‎Jan 23, 2025
03:56 AM
Sad to read they didnt fix that's since 2 years.
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‎Oct 21, 2024
11:24 AM
Hi. I'm in Lrc 14.01 all my gpu drivers is the last one. Pictures are not cropped before zoom in. When I zoom in library module everything is sharp but in devellopment module it's blurried when zoom in.
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‎Oct 21, 2024
10:16 AM
Anyone?
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‎Oct 20, 2024
04:40 PM
When I zoom in on my images in the development module, they are blurry. I didn't have that before, I still use the same parameters as before. 1:1 dynamic preview. Once edited and exported they are of course clear again. Where do you think the problem comes from? THANKS
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‎Oct 20, 2024
04:36 PM
2 Upvotes
Don't loss your time with support. They just will do mess on your computer and then they it's your fault if lrc is laggy. I spend hours with support lvl 1 et 2 same result every time. Basically it's worst and worst since 2 years they sont want to admit there Ram and/or G ram leak. Welcome in the futur where it's take more time to eddit your picture but now you can add an elephant in the background thanks to ia... I'm angry but my professional life has become hell..
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‎Sep 02, 2024
01:28 PM
3 Upvotes
They really dont care...
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‎Aug 27, 2024
07:13 AM
I always do a new catalogue.
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‎Aug 22, 2024
08:25 AM
Hi, it's a desktop computer with a RTX4060 8go graphic card last drivers of course. Same problem with my old ati 3go vram. It's a core problem and adobe devellopement team dodge all the topic about people complaining of the lag. Version Lightroom Classic: 13.5 [ 202408062022-6258095b ] Licence: Creative Cloud Paramètre de langue: fr Système d'exploitation : Windows 10 - Business Edition Version : 10.0.19045 Architecture de l'application : x64 Architecture du système : x64 Nombre de processeurs logiques: 16 Vitesse du processeur : 3,6Ghz Version SQLite: 3.36.0 Utilisation du CPU: 6,0% Source d’alimentation: Branché Mémoire intégrée : 32694,0 Mo Mémoire GPU dédiée utilisée par Lightroom: 115,1Mo / 7957,0Mo (1%) Mémoire réelle disponible pour Lightroom : 32694,0 Mo Mémoire réelle utilisée par Lightroom : 4518,8 Mo (13,8%) Mémoire virtuelle utilisée par Lightroom : 5253,5 Mo Nombre d'objets GDI : 757 Nombre d'objets utilisateur : 2463 Nombre de processus gérés : 3134 Taille de la mémoire cache : 0,0Mo Version interne de Camera Raw: 16.5 [ 1953 ] Nombre maximal de liens utilisé par Camera Raw : 5 Optimisation SIMD de Camera Raw : SSE2,AVX,AVX2 Mémoire virtuelle de Camera Raw: 253Mo / 16347Mo (1%) Mémoire réelle de Camera Raw: 254Mo / 32694Mo (0%) Cache1: NT- RAM:0,0MB, VRAM:0,0MB, Combined:0,0MB Cache2: m:0,0Mo, n:0,0Mo U-main: 87,0Mo Paramètre PPP du système : 96 PPP Composition sur le Bureau activée: Oui Taille d’aperçu standard: 2560 pixels Affichages : 1) 2560x1440 Types d'entrée: Tactile multipoint : Non, Tactile intégré : Non, Plume intégrée : Non, Tactile externe : Non, Plume externe : Non, Clavier : Non Informations relatives au processeur graphique : DirectX: NVIDIA GeForce RTX 4060 (32.0.15.6081) État initial: GPU pour l'exportation pris en charge par défaut Préférence utilisateur: Auto Activer la HDR dans Bibliothèque: Désactiver Dossier de l'application : C:\Program Files\Adobe\Adobe Lightroom Classic Chemin d'accès à la bibliothèque : E:\0810 mathilde jeremy\lr2 mathilde jeremy\lr2 mathilde jeremy.lrcat Dossier des paramètres : C:\Users\Tour Aja\AppData\Roaming\Adobe\Lightroom Modules installés : 1) Adobe Stock 2) Flickr 3) Module externe de prise de vue en mode connecté Nikon Marqueurs Config.lua: Adaptateur n° 1: Fournisseur : 10de Appareil : 2882 Sous-système : 51611462 Révision : a1 Mémoire vidéo : 7957 Adaptateur n° 2: Fournisseur : 1414 Appareil : 8c Sous-système : 0 Révision : 0 Mémoire vidéo : 0 AudioDeviceIOBlockSize: 1024 AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - Haut-parleurs (2- Logitech PRO X Wireless Gaming Headset)#{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 560.81 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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‎Aug 22, 2024
07:40 AM
1 Upvote
It's a windows issue, and i spend day to show technicien the bug. Nothing move and as you can see the topics is full of people with the same problem. I use lr since 10 years and its a mess since 1.
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‎Aug 22, 2024
07:34 AM
Since version 13, Lightroom is unusable. Many people have been complaining about this for a long time and I don't see any response from the developers on this subject. I can no longer work properly because the software is so slow, whether in the library or moving from one photo to another is long. Or in development or modifications are not done automatically. And the worst being the selective filter or the AI, you have to constantly restart the software. I spent hours with the lvl 1 or 2 technician who modified my computer and made a mess of it. They all end up telling me that the problem comes from my configuration. I am on w10 /32go ram/8go vram/ssd nvme/small catalog/dynamic overview. My professional life is hell because of this and update after update this problem at the heart of the software is never addressed. You add new features that no one asks for but basically your software has become unusable for many users and I see no message in this section about it and no response from your development team in general topics. So i try to post in bug section. So my question is what are you waiting for to resolve this problem that is ruining the lives of many of your customers? EDIT: I post this on bug section and now it's appear here ... So you know the problem but you ignore it ?
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‎Aug 22, 2024
06:52 AM
2 Upvotes
Do you think it's possible to post in the bug section? New version same laggy problem, and i dont see any post in bug section about ram/vram problem. Spend day phoning with lvl 1/2 technician doing mess on my computer at the end it's always my fault (32go ram/8go vram/nvme). This problem ruining my pro life and patch after patch nothing new, they add feature nodoby ask but dont correct core problem...
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‎Jul 03, 2024
04:22 PM
Except you have a 400$ graphic card you didnt help you anymore 😕
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‎Jul 03, 2024
04:19 PM
2 Upvotes
Same problem with small catalogue... It's a core problem they need to fix it, as a professional i cant work like that anymore
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‎Jul 03, 2024
04:17 PM
1 Upvote
Since AI thing lightroom is a mess. I spend my day with technician lvl1 or lvl2. They always do the same mess when they take control of my computer, and after 1 hours say it's my computer who is to slow, i have quite the same configuration as you. Usually i need 4hours for 500 pictures now i need 12... They prefer to spend time to add feature nodoby ask to fix the core problem. If there nothing better at the end of summer i will quit for c1pro.
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‎Jun 26, 2024
07:45 AM
The problem is from adobe not your computer. Time for them to start to work on the core of the system and the memory leak before adding stupid feature no body ask. It's crazy how they put people on bad situation because of all this lag problem.... Spend my life on phone with technicien doing the same thing on my computer. Put your team on work now...
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‎Jun 20, 2024
08:41 AM
1 Upvote
Still not working here so i'm on v12 ...
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‎Jun 12, 2024
08:32 AM
1 Upvote
Only solution i find is to work on lrc 12.. It's stupid but since the lrc 13 everything lag.
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‎Jun 11, 2024
04:37 AM
1 Upvote
I have the beginnings of a solution. It's ridiculous but given the time I waste editing with the latest version it's better than nothing. I'm a wedding photographer so I make a new catalog for every wedding. I use v12 to sort and retouch my images (general adjustment and automatic mask) When I'm finished I download the latest version and do the noise reduction on it. And I go back to v12 as soon as a new catalog is processed. I also have problems with loss of ram and vram on v12 but I can continue to work without restarting the software every 5 photos, it's much smoother. If that helps for some while waiting for Adobe to correct this problem. Good luck to all.
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‎May 23, 2024
04:38 AM
1 Upvote
It's happen on all my computer with graphic card (2ryzen desktop and one intel laptop). And everything work perfect on my macbook air M1 8go .... As soon i start to use local adjustement or AI thing, change picture and past the previous preset Vram start saturate and never go down. Also do with the new dupplicate AI tool. So the point is I can use the classic cursor but not the improvement we have since V11 or V12. Also the ram never go down but with 32go it's not saturate. The only option is to not use the graphic card i bought for LRC and loose time and money. Or close and open LRC every ten minutes. Cool to have new feature but if you cant use them what the point.
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‎May 22, 2024
03:44 AM
2 Upvotes
New version, new feature and same problem... My never go down and i have freeze as soon i use local adjustement or AI..
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‎May 15, 2024
03:38 AM
2 Upvotes
So i change my ram to 32go Also my graphic card. Same problem
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‎May 15, 2024
03:37 AM
3 Upvotes
Hi Evreryone. Same problem here and i spend 2x1 hours with adobe technicien doing mess on my computer for no result. There is any official response from adobe? Are they working on this problem? Personnaly i have this probleme since 1 years and it appears as soon i start working with mask.
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‎Nov 09, 2023
07:48 AM
Version Lightroom Classic: 13.0.1 [ 202310121438-d2af310c ] Licence: Creative Cloud Paramètre de langue: fr Système d'exploitation : Windows 10 - Business Edition Version : 10.0.19045 Architecture de l'application : x64 Architecture du système : x64 Nombre de processeurs logiques: 16 Vitesse du processeur : 3,6Ghz Version SQLite: 3.36.0 Utilisation du CPU: 7,0% Mémoire intégrée : 16310,0 Mo Mémoire GPU dédiée utilisée par Lightroom: 6696,5Mo / 8170,9Mo (81%) Mémoire réelle disponible pour Lightroom : 16310,0 Mo Mémoire réelle utilisée par Lightroom : 8066,6 Mo (49,4%) Mémoire virtuelle utilisée par Lightroom : 14492,1 Mo Nombre d'objets GDI : 1090 Nombre d'objets utilisateur : 3908 Nombre de processus gérés : 7925 Taille de la mémoire cache : 0,0Mo Version interne de Camera Raw: 16.0 [ 1677 ] Nombre maximal de liens utilisé par Camera Raw : 5 Optimisation SIMD de Camera Raw : SSE2,AVX,AVX2 Mémoire virtuelle de Camera Raw: 1462Mo / 8155Mo (17%) Mémoire réelle de Camera Raw: 1427Mo / 16310Mo (8%) Paramètre PPP du système : 96 PPP Composition sur le Bureau activée: Oui Taille d’aperçu standard: 2560 pixels Affichages : 1) 2560x1440 Types d'entrée: Tactile multipoint : Non, Tactile intégré : Non, Plume intégrée : Non, Tactile externe : Non, Plume externe : Non, Clavier : Non Informations relatives au processeur graphique : DirectX: Radeon RX 590 Series (31.0.12044.3) État initial: GPU pour l'exportation pris en charge par défaut Préférence utilisateur: Auto Dossier de l'application : C:\Program Files\Adobe\Adobe Lightroom Classic Chemin d'accès à la bibliothèque : Y:\WEBSITE 2023\09.04 elsa sherwine\elsa sherwine\elsa sherwine-v13.lrcat Dossier des paramètres : C:\Users\Arthur\AppData\Roaming\Adobe\Lightroom Modules installés : 1) Adobe Stock 2) Flickr 3) LogiOptions 4) Module externe de prise de vue en mode connecté Nikon Marqueurs Config.lua: None Adaptateur n° 1: Fournisseur : 1002 Appareil : 67df Sous-système : e3661da2 Révision : e1 Mémoire vidéo : 8170 Adaptateur n° 2: Fournisseur : 1414 Appareil : 8c Sous-système : 0 Révision : 0 Mémoire vidéo : 0 AudioDeviceIOBlockSize: 1024 AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - Haut-parleurs (Steam Streaming Speakers)#{comment}DVAAU-4201250: Open the audio hardware preferences page. AudioDeviceNumberOfChannels: 2 AudioDeviceSampleRate: 48000 Build: LR5x83 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: 2048 GL_MAX_TEXTURE_SIZE: 16384 GL_MAX_TEXTURE_UNITS: 8 GL_MAX_VIEWPORT_DIMS: 16384,16384 GL_RED_BITS: 8 GL_RENDERER: Radeon RX 590 Series GL_SHADING_LANGUAGE_VERSION: 4.60 GL_STENCIL_BITS: 8 GL_VENDOR: ATI Technologies Inc. GL_VERSION: 4.6.0 Compatibility Profile Context 22.20.27.09.221025 GPUDeviceEnabled: false OGLEnabled: true GL_EXTENSIONS: GL_EXT_abgr GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture3D GL_EXT_bgra GL_EXT_draw_range_elements GL_EXT_point_parameters GL_EXT_texture_edge_clamp GL_ARB_multitexture 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_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_NV_blend_square WGL_EXT_swap_control GL_ARB_point_parameters GL_ARB_texture_border_clamp GL_ARB_texture_compression 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_depth_texture GL_ARB_fragment_program GL_ARB_vertex_program GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_env_combine3 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_OES_draw_texture GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_EXT_texture_format_BGRA8888 GL_ATI_separate_stencil GL_ATI_shader_texture_lod GL_EXT_draw_buffers2 GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 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_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_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_sample_shading GL_ARB_seamless_cube_map GL_ARB_shader_texture_lod GL_ARB_sync GL_ARB_texture_cube_map_array GL_ARB_texture_gather GL_ARB_texture_multisample GL_ARB_texture_multisample_no_array GL_ARB_uniform_buffer_object 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_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_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_viewport_array GL_EXT_shader_image_load_store GL_EXT_texture_sRGB_decode GL_AMD_bus_addressable_memory GL_AMD_pinned_memory 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_color_buffer_half_float GL_EXT_debug_label 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_storage_multisample GL_ARB_texture_view GL_ARB_vertex_attrib_binding GL_EXT_copy_buffer GL_KHR_debug GL_AMD_gpu_shader_half_float GL_AMD_gpu_shader_int64 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_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_sparse_texture GL_ARB_texture_stencil8 GL_EXT_copy_image GL_EXT_draw_buffers_indexed GL_EXT_geometry_point_size GL_EXT_gpu_shader5 GL_EXT_sRGB_write_control GL_EXT_shader_integer_mix GL_EXT_shader_io_blocks GL_EXT_tessellation_point_size GL_EXT_tessellation_shader GL_EXT_texture_border_clamp GL_EXT_texture_buffer GL_EXT_timer_query GL_KHR_blend_equation_advanced 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_EXT_render_snorm GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_OVR_multiview GL_ARB_gpu_shader_int64 GL_ARB_parallel_shader_compile 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_OVR_multiview_multisampled_render_to_texture GL_ARB_gl_spirv GL_EXT_clip_cull_distance 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_texture_filter_anisotropic GL_EXT_texture_compression_bptc GL_KHR_parallel_shader_compile GL_EXT_nonuniform_qualifier
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‎Nov 09, 2023
07:40 AM
3 Upvotes
Hello. Since not so many time LRc is crazy slow.. Basically it's ram problem when i use a tool on lightroom my ram go to 86% to 93% and never go down... Impossible to work like this. For information i work on Lrc 13, Windows 10, amd ryzen 3700X, 16GO DDR4, and graphic card 8GO. You know if its a commun problem or just me ? Thanks you
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‎Jan 18, 2022
11:13 AM
MacOS monterey 12.1
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‎Jan 18, 2022
10:03 AM
Hello.
I buy a macbook m1 for use native ARM processeur with LR classic and photoshop.
So i go to the adobe website and i dl the installer of LR classic or photoshop and when i try to instal i have a windows you tell me you have to instal rosetta 2 to emulate intel system...
The point is i want to work on ARM version not on intel simulate version.
Someone has a solution?
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