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‎Feb 22, 2024
02:01 PM
Just checked. Both profiles appear in February 2024's updated LR Classic 13.2 Develop module (Camera Raw 16.2). If I use the original profile, the edge artifact persists. If I switch to V2, the artifact disappears. The image I used is one imported before the update. The old profile had already been assigned automatically by LR. Does anyone know which profile is automatically selected now when a new RAW file is imported? Will it get the old (buggy) version or the fixed V2? If the former, will users have to manually switch to V2? That would be a time-consuming chore after a big shoot. The profiles are small files in C:\Program Files\Adobe\Adobe Lightroom Classic\Resources\LensProfiles\1.0\Canon. Any reason why users shouldn't just delete the buggy profile to avoid it being assigned going forward? Will LR crash if the buggy profile previously assigned to an old RAW capture has been deleted? As a corollary, can users delete all the profiles for lenses for cameras they're never going to own to free up laptop drive space?
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‎Feb 20, 2024
10:22 AM
3 Upvotes
Adobe has updated the Lens Distortion profile in the free-standing Camera Raw used by Photoshop, but users are still awaiting a LR Classic update in which the built-in Camera Raw (Develop Module) has been updated with the new Lens Distortion profile. So, you could bypass LR & open the RAW file directly into Photoshop, There, make any edits that you would ordinarily do in LR using Photoshop's Camera Raw, save file as a TIF and import into LR. This allows you to use the new Lens Distortion profile. Another workaround is simply to toggle the Lens Distortion profile in LR Classic to Off. The edge banding artifact disappears. The uncorrected image looks fine, IMHO..
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‎Feb 02, 2024
12:30 PM
1 Upvote
Profile apparently fixed in latest Camera Raw update (16.1.1), but not in LR Classic as yet. If you bypass LR & open the raw file directly into Photoshop's Camera Raw, activating the profile does not introduce edge artifact. LR Classic's Develop module is Camera Raw, but it's a built-in version rather than the free standing and separately updateable Camera Raw shared by Photoshop & some other Adobe applications. LR won't lose the artifact until Adobe issues an update of LR that includes the improved version of Camera Raw. Hopefully, that will be the next LR update, but only Adobe knows.
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‎Jan 22, 2024
01:43 PM
3 Upvotes
This defect has been acknowledged by Adobe as a bug specific to the Lens Distortion profile for this lens. It was newly added to the Camera Raw 16.1 and LR Classic 13.1 updates in December 2023 just as the lens began to ship. Supposedly, Adobe will issue a bug fix. (See post from Rikk Flohr in this thread). If you turn off the profile, there's no artifact.
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‎Jan 02, 2024
09:36 AM
4 Upvotes
Lens is eminently usable. You just have to uncheck "Enable Profile Corrections" in the Lens Corrections Panel of Develop in LR or Camera Raw. If you don't apply the correction, no artifact is introduced, and the image is normal.
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‎Dec 16, 2023
10:35 AM
1 Upvote
Glad to hear. Many thanks for getting this into the bug fix queue so promptly.
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‎Dec 15, 2023
02:35 PM
Rikk, I used Adobe's private messaging to send you a link to two RAW files. Did you receive it? If not, please let me know if there is some other way to get you the files besides posting a link in a public forum. Thanks.
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‎Dec 15, 2023
12:10 PM
In reply to dj_paige, although I am aware of the use of Dropbox or Google Drive for this purpose, I was hoping for a way to transfer it privately instead of posting a link that anyone can access. I will wait to hear from Rikk about whether he can provide such a method.
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‎Dec 15, 2023
11:51 AM
Thanks for your quick reply. I am happy to do so, however, the website won't accept the file. I first tried to upload a file shot with the Canon EOS R5, but it was rejected because its size exceeded Adobe's website limit of 47 KB. Then, I tried to upload a file shot on the Canon EOS R3, which has a lower resolution sensor and smaller files. The size was OK, but the website rejected that one, saying that there was a mismatch between the file extension (CR3/Raw File) and its contents. It was just a RAW file; I can't account for that error message. Please let me know if there is some other way to get the file to you. To complete the post, if I can somehow get the file to you and you open it in Develop Mode, I suggest you add lens corrections, and then view full screen in Library. The artifact will be plainly seen, particularly along the left edge. Having now seen the problem with CR3 files from both the R5 and the R3, it has to be the lens and the lens profile not just a one off corrupt file or a one camera issue.
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‎Dec 15, 2023
08:39 AM
22 Upvotes
Just aquired newly released Canon RF24-105mm F2.8 IS USM Z lens. A profile for correction for this lens is on the list of lenses added in December 2023. Applying the Distortion Correction profile in LR Classic and Photoshop Camera Raw produces edge artifact instead of improving distortion. At the edges, the image shows a pattern of stripes perpendicular to the edge and extending about 5% inward. This artifact occurs in LR 13.1 and Photoshop 25.3.1 with Camera Raw 16.1. It disappears if I deselect Profile Corrections. It is not present when I view the image with other software like the Windows photo viewer FastPictureViewer or in Canon's Digital Photo Professional, so it's specific to LR Classic or Camera Raw 16.1 with Distortion Correction turned on and not due to a problem with the CR3 raw files. If I force use of a profile for a different lens, the artifact disappears. That is perhaps a useful verification that the native profile is bad, but using a mismatched profile isn't going to fix distortion. Turning off GPU acceleration has no effect. See attached JPG screenshot. I'll post in Windows forum but suspect the issue is not limited to Windows.
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‎Dec 14, 2023
02:17 AM
1 Upvote
Having upgraded to the latest (December) version of the NVIDIA Studio Graphics Driver (546.33) before now upgrading from LR Classic 12.5 to LR Classic 13.1, I can confirm (en anglais) that the bug present in LR 13.0-13.02 has been fixed at least for the GeForce RTX 3070 Ti running under Windows 11 with that driver. Both Compare View and zooming in Develop mode function normally on monitor 2 even with GPU acceleration enabled.
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‎Dec 12, 2023
10:41 AM
1 Upvote
NVIDIA issued a new Studio Driver today, version 546.33. Can someone from Adobe comment on whether this update fixes the GPU acceleration problem that is the basis of the issue in this thread? Nothing in NVIDIA's release notes indicates that it does.
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‎Dec 07, 2023
09:27 AM
2 Upvotes
Alas, 13.02 isn't halfway there. Adobe admits that 13.02 did not address this bug. Turning off GPU acceleration in 13.01 also restored normal behavior to the 2nd monitor in Develop mode at the price of slower performance. The problem remains that Adobe issued an update (LR Classic 13) without testing to see if it worked properly with the NVIDIA graphics cards that most of us use.
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‎Nov 30, 2023
03:36 PM
1 Upvote
I did update driver a while back. Running latest (11/1/23) NVIDIA Studio Driver, Version 546.01. Problem persists despite update.
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‎Nov 30, 2023
03:33 PM
1 Upvote
Having almost exactly the same problem with LR Classic 13.01as described by davep60 on AMD Ryzen desktop system with two monitors running on GeForce RTX 3070 Ti with NVIDIA 546.01 Studio Driver (NVIDIA's latest). Click on Loupe view on second monitor in Develop mode and screen shows only grey background with a small black square in lower left hand corner. Develop module on monitor 1 zooms OK. Turn off GPU acceleration and LR behaves properly. Turn on GPU acceleration, and issue recurs. Reproducible. Clearly related to GPU acceleration with NVIDIA card. No crash reports as LR continues to run.
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‎Nov 30, 2023
03:14 PM
I only use the one email address. Neither Adobe nor MS issue a crash dialog. Lightroom keeps working with no data loss. However, Develop Module reproducibly doesn't work correctly unless GPU acceleration is turned off. With GPU acceleration turned on, Instead of showing a zoomed in view on monitor 2 when I click on it, LR displays a blank background with a small black rectangle in the lower left corner. LR behaves normally if I turn off GPU acceleration in Preferences, close LR, and restart LR.. Turn GPU acceleration back on and the issue recurs. Perhaps this isn't a "crash", per se, but it's clearly a reproducible bug introduced in LR 13 that persists in LR 13.01. As Adobe does not include this bug on the list of bugs addressed by LR 13.02, I have not tried LR 13.02 myself and remain rolled back to LR 12.5. This is an AMD Ryzen desktop (not laptop) system with two monitors both plugged in to a single GeForce RTX 3070 Ti graphics card running the latest NVIDIA Studio driver. Puget Systems, who sold this machine, state that other customers are experiencing the same problem and also hoping for a solution. Can you confirm that Adobe or NVIDIA or both are aware that this bug exists and will work to fix it? Alternatively, if Adobe isn't going to fix it, please let users know that so we can decide whether to update to 13.02 and turn off GPU acceleration permanently. Users can't go back and forth between 12 and 13, as we all know, because 12.5 can't use a LR 13 catalog. Thanks.
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‎Nov 30, 2023
01:24 PM
2 Upvotes
Rikk, I'm left even more confused by your reply and more worried that Adobe is unaware of my problem.. While the organization of the website may be clear to you as an Adobe employee, it isn't clear to me and probably not to other users as well. Replies from you as an Adobe rep are interspersed with comments from other customers. When a post from you in the forum says that "we've reviewed the email address you use with this forum and find no crash reports", that reply is not plainly linked to any individual. It's impossible from my point of view to know whether you are addressing me or the originator of the first post, which is now many screens away in this long thread. The exception is when the reply arrives in an email direct to me, as did your reply today to my latest post in which you suggest that I'm in the wrong thread. How it got here is as follows: Originally, I inadvertently posted my inquiry in a Mac forum, not realizing that problems were separated by OS. You (Rikk Flohr) moved it here, leading me to presume that this was the right place. When I repeated the post and added some additional information, you admonished me not to post the same thing twice. Since this is a problem with GPU acceleration failure in one feature, not a full crash with data loss, it indeed sounds like I need to be on a completely different thread. I doubt crash reports were generated absent a full crash (I use only the one email address). BTW, when I click the link to which you directed me saying that a bug is under investigation, I only get a Page Not Found Error 404 message, so I can't get clarification about what is being investigated. If this needs to be in a new thread, can you assist me in starting it? I'll follow your admonition and refrain from reposting further details until we're in the right place. Sorry to be so long-winded. I do hope you can help get the post in the right place and the problem fixed. Thanks.
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‎Nov 30, 2023
11:00 AM
2 Upvotes
Rikk, thanks for your quick reply but may I ask for clarification? What exactly does your comment that the GPU acceleration bug is not on the "list" of fixes remedied in LR Classic 13.0.2 mean? (1) It is a bug known to Adobe, they are working on it, but they definitely haven't fixed it yet. Be patient, (2) It is a bug known to Adobe, but they have no plans to fix it. Buy a new graphics card, (3) Adobe's lists of bugs fixed by an update are never comprehensive, so the update might actually have fixed it but you can't confirm it. Give it a try at your own risk, (4) Adobe hasn't fixed the bug because they are not even aware of it. If the latter, what do users have to do to document it for Adobe and move it up on the priority list? I don't have crash reports to send because LR doesn't crash. It just shows a blank screen when I try to magnify the view on monitor 2 in Develop mode. Thanks.
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‎Nov 30, 2023
10:34 AM
2 Upvotes
I see LR Classic 13.0.2 was released today. May I ask Rikk Flohr or others at Adobe to comment on whether this update restores ability to use GPU acceleration in Develop Mode with Windows 11 and GeForce RTX 3070 Ti running NVIDIA's latest Studio Driver (546.01 of 11/1/2023)? Thanks.
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‎Nov 13, 2023
02:44 PM
4 Upvotes
Having similar issue with LR 13.01, Develop mode failure without full crash. With GeForce RTX 3071 Ti running on Windows 10 upgraded to Windows 11, Develop mode does not work properly if GPU acceleration is turned on. When using 2 monitors, if I click on the second (Loupe View) monitor, instead of showing a zoomed in view, all that appears is a window mostly filled with grey background with a small black rectangle in the lower left corner. If I turn off GPU acceleration, clicking zooms into the image as one would expect, and LR 13.01 performs OK. This pattern is completely reproducible. The problem arose when I was using an earlier graphics driver (can't recall which one; I had no reason to upgrade driver with LR 12 since it was working fine). Updating to NVIDIA studio version 537.58, which was the most current driver at that time the problem developed with LR 13.01, did not fix it. Once I rolled back to LR 12, develop mode worked fine with GPU acceleration, as it had been doing before. So, there is clearly a problem with LR 13.01 and GPU acceleration with the penultimate NVIDIA driver. Today, I updated to the newly released 546.01 driver but am reluctant to upgrade back to LR 13.01 without some assurance from Adobe that this will fix the issue. If I do any work in the LR 13 catalog, it will be unusable if LR is still buggy and a rollback to LR 12 becomes necessary.
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‎Oct 18, 2023
11:58 AM
1 Upvote
Did clean install of Studio driver, replacing Game Ready driver. Rebooted. GPU acceleration still worked fine with LR 12.5 as evidenced by Develop Module (with Develop Module on monitor 1 and Loupe on monitor 2, clicking on monitor 2 switched to properly displaying zoomed in view). Rebooted. Reinstalled LR Classic 13.0.1, waited 10 minutes, rebooted. Opened a LR 13 catalog. GPU acceleration failed (clicking on monitor 2 Loupe panel while in Develop Module displayed black screen, not magnified view). Turned off GPU acceleration, restarted LR 13.0.1 & Develop Module worked properly, displaying magnified view on monitor 2 Loupe view. So, there is definitely a bug with GPU acceleration in LR 13.0.1 that is not present in LR 12.5. Rebooted. Rolled back to LR 12.5. Rebooted. Opened LR 12 catalog successfully. GPU acceleration worked OK. Below is LR>Help>System Info data from LR 13.0.1 after replacement of NVIDIA GeoForce RTX 3070 Ti Game Ready driver with Studio driver. You can compare with data from LR 12.5 sent previously. it does show correct product name, as you predicted. Graphics drivers are indeed different. I don't know what else. I hope Adobe can fix problem with GPU acceleration in LR 13.0.1. In meantime, there are no essential features in 13.0.1 compared with 12.5, so I'll stick will rollback for now. Thanks. Lightroom Classic version: 13.0.1 [ 202310121438-d2af310c ] License: Creative Cloud Language setting: en Operating system: Windows 11 - Business Edition Version: 11.0.22621 Application architecture: x64 System architecture: x64 Logical processor count: 24 Processor speed: 3.6GHz SqLite Version: 3.36.0 CPU Utilisation: 0.0% Built-in memory: 65479.7 MB Dedicated GPU memory used by Lightroom: 119.8MB / 8031.0MB (1%) Real memory available to Lightroom: 65479.7 MB Real memory used by Lightroom: 1347.8 MB (2.0%) Virtual memory used by Lightroom: 1617.9 MB GDI objects count: 763 USER objects count: 2688 Process handles count: 2931 Memory cache size: 125.4MB Internal Camera Raw version: 16.0 [ 1677 ] Maximum thread count used by Camera Raw: 5 Camera Raw SIMD optimization: SSE2,AVX,AVX2 Camera Raw virtual memory: 421MB / 32739MB (1%) Camera Raw real memory: 366MB / 65479MB (0%) System DPI setting: 96 DPI Desktop composition enabled: Yes Standard Preview Size: 2560 pixels Displays: 1) 2560x1440, 2) 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 RTX 3070 Ti (31.0.15.3758) Init State: GPU for Export supported by default User Preference: Auto Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic Library Path: J:\PortlandVI\PortlandVI-v13.lrcat Settings Folder: C:\Users\arthu\AppData\Roaming\Adobe\Lightroom Installed Plugins: 1) AdobeStock 2) Flickr 3) Nikon Tether Plugin Config.lua flags: None Adapter #1: Vendor : 10de Device : 2482 Subsystem : 14b210de Revision : a1 Video Memory : 8031 Adapter #2: Vendor : 10de Device : 2482 Subsystem : 14b210de Revision : a1 Video Memory : 1f5f Adapter #3: Vendor : 1414 Device : 8c Subsystem : 0 Revision : 0 Video Memory : 0 AudioDeviceIOBlockSize: 1024 AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - Speakers (Realtek(R) Audio)#{comment}DVAAU-4201250: Open the audio hardware preferences page. AudioDeviceNumberOfChannels: 2 AudioDeviceSampleRate: 48000 Build: Uninitialized Direct2DEnabled: false GL_ACCUM_ALPHA_BITS: 16 GL_ACCUM_BLUE_BITS: 16 GL_ACCUM_GREEN_BITS: 16 GL_ACCUM_RED_BITS: 16 GL_ALPHA_BITS: 0 GL_BLUE_BITS: 8 GL_DEPTH_BITS: 24 GL_GREEN_BITS: 8 GL_MAX_3D_TEXTURE_SIZE: 16384 GL_MAX_TEXTURE_SIZE: 32768 GL_MAX_TEXTURE_UNITS: 4 GL_MAX_VIEWPORT_DIMS: 32768,32768 GL_RED_BITS: 8 GL_RENDERER: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA GL_STENCIL_BITS: 8 GL_VENDOR: NVIDIA Corporation GL_VERSION: 4.6.0 NVIDIA 537.58 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_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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‎Oct 18, 2023
09:49 AM
Would appreciate reply to my inquiry above about how to do clean uninstall/reinstall. Here is result of LR>Help>System Info Not sure why it says OS is Windows 10; it has been upgraded to Windows 11 Lightroom Classic version: 12.5 [ 202308091523-68a7abd6 ] License: Creative Cloud Language setting: en Operating system: Windows 10 - Business Edition Version: 10.0.22621 Application architecture: x64 System architecture: x64 Logical processor count: 24 Processor speed: 3.6GHz SqLite Version: 3.36.0 CPU Utilisation: 1.0% Built-in memory: 65479.7 MB Dedicated GPU memory used by Lightroom: 135.5MB / 8032.0MB (1%) Real memory available to Lightroom: 65479.7 MB Real memory used by Lightroom: 1529.6 MB (2.3%) Virtual memory used by Lightroom: 1870.5 MB GDI objects count: 746 USER objects count: 2559 Process handles count: 5368 Memory cache size: 235.8MB Internal Camera Raw version: 15.5 [ 1595 ] Maximum thread count used by Camera Raw: 5 Camera Raw SIMD optimization: SSE2,AVX,AVX2 Camera Raw virtual memory: 450MB / 32739MB (1%) Camera Raw real memory: -311MB / 65479MB (0%) System DPI setting: 96 DPI Desktop composition enabled: Yes Standard Preview Size: 2880 pixels Displays: 1) 2560x1440, 2) 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 RTX 3070 Ti (31.0.15.4584) Init State: GPU for Export supported by default User Preference: Auto Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic Library Path: D:\LightroomCatalog\AGLR12-DriveE.lrcat Settings Folder: C:\Users\arthu\AppData\Roaming\Adobe\Lightroom Installed Plugins: 1) AdobeStock 2) Flickr 3) Nikon Tether Plugin Config.lua flags: None Adapter #1: Vendor : 10de Device : 2482 Subsystem : 14b210de Revision : a1 Video Memory : 8032 Adapter #2: Vendor : 10de Device : 2482 Subsystem : 14b210de Revision : a1 Video Memory : 1f60 Adapter #3: Vendor : 1414 Device : 8c Subsystem : 0 Revision : 0 Video Memory : 0 AudioDeviceIOBlockSize: 1024 AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - Speakers (Realtek(R) Audio)#{comment}DVAAU-4201250: Open the audio hardware preferences page. AudioDeviceNumberOfChannels: 2 AudioDeviceSampleRate: 48000 Build: LR5x83 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 3070 Ti/PCIe/SSE2 GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA GL_STENCIL_BITS: 8 GL_VENDOR: NVIDIA Corporation GL_VERSION: 4.6.0 NVIDIA 545.84 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_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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‎Oct 18, 2023
03:40 AM
4 Upvotes
At suggestion of another member, I'm reposting this in Windows forum instead of Mac where it wound up first. My computer uses two monitors. In Develop mode with Develop Module on monitor 1 and Loupe view on monitor 2 and GPU acceleration enabled, double clicking on monitor 2 brings up either a black screen or just a corner of the image instead of showing a magnified view. I turned off GPU acceleration and restarted LR 13.0.1. With that, Develop module worked OK. So, I updated to the latest NVIDIA GeoForce RTX 3070 Ti graphics card drivers, restarted computer, and restarted LR 13.0.1. Got same faulty display on monitor 2 with GPU acceleration enabled. When I then disabled GPU acceleration and restarted LR 13.0.1, it failed to start. I suspect it failed to start because it failed to close properly. Three "temporary" files, including MyLR13CatalogName.lrcat.lock, MyLR13CatalogName.lrcat-shm, and MyLR13CatalogName.lrcat-wal remained behind in the directory containing the LR13 catalog. Windows 11 itself wouldn't properly shut down, probably because it couldn't close those files on LR shutdown. It got stuck forever on the "Shutting Down" screen and required a hard shutdown by holding down the power button. When I rebooted, deleted those 3 files along with any other LR 13 catalog files or preview directories before starting it, LR 13.0.1 started up, again requiring that I update from the LR 12 catalog to LR 13 catalog format. I fail to see how an Adobe Server issue (mentioned in Mac post) would affect what happens with a local version of LR Classic. Although this same sequence of failure to start with those 3 files left behind occurred repeatedly before I updated Graphics drivers, it now seems to be based in a problem with GPU acceleration in LR 13.0.1. My first update was to 13.0.1. Never installed 13.0. I can't afford to spend any more time losing new edits each time I have to abandon a LR 13 Catalog and restart LR13 from scratch using my old, no longer current, LR 12.5 catalog. So, I rolled back to LR 12.5. It can use GPU acceleration with the newly updated display drivers. Will wait for LR 13.0.2 or perhaps 13.1 or 13.2. Regarding Rikk Flohr's comment in Mac forum about clean install of LR 13, does rolling back from LR 13.0.1 to LR 12.5 do a complete uninstall of LR 13.0.1 such that when I'm ready to try a mature version like LR 13.1 or 13.2, updating from LR 12.5 will be a clean install? Alternatively, do I have to update to LR 13.2, say, uninstall 13.2 and then reinstall 13.2 to get a clean uninstall/reinstall? Thanks.
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‎Oct 17, 2023
02:35 PM
7 Upvotes
As of today, 10/17/23, LR Classic 13.0.1 for Windows 11 X64 is still crashing.
My computer uses two monitors. In Develop mode with Develop Module on monitor 1 and Loupe view on monitor 2 and CPU acceleration enabled, double clicking on monitor 2 brings up either a black screen or just a corner of the image instead of showing a magnified view. I turned off GPU acceleration and restarted LR 13.0.1. With that, Develop module worked OK. So, I updated to the latest NVIDIA GeoForce RTX 3070 Ti graphics card drivers, restarted computer, and restarted LR 13.0.1. Got same faulty display on monitor 2 with GPU acceleration enabled. When I then disabled GPU acceleration and restarted LR 13.0.1, it failed to start. I suspect it failed to start because it failed to close properly. Three "temporary" files, including LRCatalogName.lrcat.lock, LRCatalogName.lrcat-shm, and LRCatalogName.lrcat-wal remained behind in the directory containing the LR13 catalog. Windows 11 itself wouldn't properly shut down, probably because it couldn't close those files on LR shutdown. It got stuck forever on the "Shutting Down" screen and required a hard shutdown by holding down the power button. When I rebooted, deleted those 3 files along with any other LR 13 catalog files or preview directories before starting it, LR 13.0.1 started up, again requiring that I update from the LR 12 catalog to a LR 13 catalog format. I fail to see how an Adobe Server issue would affect what happens with a local version of LR Classic. This seems to me like a problem with GPU acceleration in LR 13.0 that persists in 13.0.1. I can't afford to spend any more time losing new edits each time I have to abandon a LR 13 Catalog and restart LR13 from scratch using my old, no longer current LR 12.5 catalog. So, I rolled back to LR 12.5. It can use GPU acceleration with the newly updated display drivers. Will wait for LR 13.0.2 or perhaps 13.1 or 13.2. Regarding Rikk Flohr's comment below about clean install of LR 13, does rolling back from LR 13.0.1 to LR 12.5 do a complete uninstall of LR 13.0.1 such that when I'm ready to try LR 13.2, updating to 13.2 from LR 12.5 will be a clean install? Alternatively, do I have to update to LR 13.2, uninstall 13.2 and then reinstall 13.2 to get a clean uninstall/reinstall? Thanks.
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‎Mar 12, 2023
12:37 PM
You're among the lucky. Whether lucky few or lucky majority, I don't know. For me, and lots of others, this remains a consistent problem that has endured despite numerous Windows & iOS updates. My understanding is that Adobe has simply abandoned development and maintenance of web features linked to LR Classic and invests only in web features of the cloud version of LR with its very different client base.
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‎Feb 11, 2023
10:29 AM
1 Upvote
The Lightroom Web Gallery is a nice feature, but it has never ordered photos on the web or mobile version properly. When I use a custom order of photos in Lightroom Classic (V12.1 for Windows) on the desktop, the order in LR Mobile (iPad, OS V 16.3) or the Web Gallery does not match the desktop order. The only way to get the website to display in the desired order is to go to LR Mobile and arrange the sequence there. As I move photos around in LR Mobile, their order changes in LR Classic on the desktop to a different order. Should I then move the photos in the desktop back to their proper sequence on the desktop, the order on the web and LR Mobile would change to yet a different order. Shouldn't the Custom order on all three always be the same? I have brought this to Adobe's attention repeatedly for years, but they still haven't fixed this issue. Much extra work is required to get the order correct for clients when first setting up the website. Then, if I subsequently tweak the content on the desktop version even slightly, I have to check the order on the web version and then go to the mobile version to fix any errant reordering. So disappointing that Adobe won't invest the time to fix this chronic bug in custom ordering.
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‎Dec 05, 2022
03:28 PM
You are correct. Users is in the root directory. On my PC--like many others--the system drive is named Windows. So, it appears as Windows (C:) in Explorer, hence my erroneous listing of the path. The correct path is C:\Users\YOURUSERNAME\App Data\Roaming\Adobe\Lightroom\Preferences\
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‎Oct 18, 2022
09:08 AM
3 Upvotes
To clear Recent Catalogs, you have to edit the two Lightroom Preferences files. Follow these steps. Close Lightroom. Navigate to C:\Windows\Users\YOURUSERNAME\App Data\Roaming\Adobe\Lightroom|Preferences\ where "YOURUSERNAME" is your own username. In that directory, you will find two files "Lightroom Classic CC 7 Preferences.agprefs" and "Lightroom Classic CC 7 Startup Preferences.agprefs". These are labeled for LR Classic 7 even though you are using a much later edition of LR. Consider backing up these files to another directory so you can restore them should something go amiss. Open one of these .agprefs files using Notepad. Toward the bottom, you will find two the two headings "recentLibraries20" and "recentLibraries20_missing". Under these headings, the Recent Catalogs will be listed. Under both, delete the entire line for any recent catalogs you want to clear. Save the file. Next, open the other .agprefs file and do the same thing. Under both headings, delete the catalogs you want to clear and then save the file. Restart Lightroom, and the entries will be gone.
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‎Oct 14, 2021
11:22 AM
Sort order behaving squirrely again. Even though desktop LR Classic, iPad mobile, and web version are all set to display custom order, the order of photos does not agree among the instances. One photo appears to be stuck in the wrong place on the non-desktop versions. If I move it on the desktop or even try to force a re-sync by deleting it and adding it back, that photo has a life of its own; it lands where it wants. Also, at first sync of desktop to web, the original orders did not agree between desktop and the mobile versions. When I manually moved the photos into the proper order on the mobile versions, the orders matched, mostly, but only for a while. Plainly, this is not right. When you set the order to Custom on the desktop, it should match on all devices that are also set to Custom. Sync order misbehavior is a frustrating and chronic problem that Adobe has never fixed. You move one thing, and something else moves, like whack-a-mole. Years ago, I complained that when you edited the order on the iPad and went to move one photo, it reversed the order. To get the order right, you had to switch to Capture Order sort then back to Custom. Adobe asked me to send a video of the order scrambling itself, and I did. They agreed it was a bug, but did nothing. This still happens sporadically and unpredictably. Is Adobe ever going to fix this?
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‎Jan 31, 2021
09:09 AM
Since its last update, Lightroom Classic (Release 10.1.1 for Windows) has been importing erratically. When I import Canon CR3 raw files and try to rename them sequentially by capture time, the renaming is sometimes wrong. The renaming scheme I use is YYYYMMDD_NNN where a three digit serial number NNN is added to the date. So, the first photo taken on 31 January 2021 would be 20210131_001.CR3 then the second photo taken would be 20210131_002.CR3 and so on. Sometimes LR does this correctly, as it always did before, but now sometimes the serial number is added out of order. The earliest photo might correctly be _001 but the photo taken next will be _060 instead of _002 and the third _021 or whatever. So, if I then sort after import by file name, the photos are numerically in order but they are not also one after the other by capture time as they would be had the renaming/numbering proceeded correctly. If I sort by capture date, the photos are in the right order by time of shooting (LR can apparently read the capture date), but the filenames are not consecutive. In Windows Explorer, I can sort properly by "Date Taken", the Windows equivalent of LR's Capture time, so the issue is not due to some problem with the metadata or file attributes. This has happened with photos from two different Canon models, so it's not likely a camera file handling issue either. I haven't changed any LR settings. This started after the last update and I assume it is a bug. I hope someone from Adobe will pick this up and comment.
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