Demand Marketing
Explorer
Demand Marketing
Explorer
Activity
Jan 16, 2025
08:35 AM
This is bizarre and so annoying! It's done an incredible job of isolating some voiceover I wanted while there's background music playing loudly.... but this echo is destroying it 😭 I've found de-reverb can help but surely we shouldn't have to do that!
... View more
Nov 04, 2024
05:19 AM
Hey guys, @mendo101 how are you getting on now? Are you still using LR and which version? I'm having similar, if not quite such extreme problems with VRAM. I am finding the most VRAM usage in Lightroom Classic is when working with masks - maybe 3 or 4 per image - in the Develop module. RAW files from a Canon 6D Mkii 5616x3744 pixel images so nothing crazy. See Task Manager screenshot attached - the minor dip in usage was when I flicked to a RAW file with no settings changes on. I have just rolled back from 14.0.1 to 13.5.1 (went back to v13 thinking it could have been a v14 thing...) but VRAM symptoms are the same. I swear I didn't have such bad problems before. Disabling GPU in Prefs cures the VRAM issue but my CPU isn't quite up to it, and this 10GB NVIDIA RTX 3080 should have more than enough oomph - it certainly has for a couple of years now. These issues feel quite new - since v14 was installed recently in the big update. Latest Studio Nvidia drivers installed, v565.90 (15th Oct 2024). Any thoughts grealy appreciated why I might be having 89% GPU usage and lag issues. Thank you 🙌 It is interesting seeing what effect the Cache and current images have on the VRAM. System info: Lightroom Classic version: 13.5.1 [ 202408271704-d15d09cd ] License: Creative Cloud Language setting: en Operating system: Windows 10 - Business Edition Version: 10.0.19045 Application architecture: x64 System architecture: x64 Logical processor count: 16 Processor speed: 2.4GHz SqLite Version: 3.36.0 CPU Utilisation: 4.0% Power Source: Plugged In Built-in memory: 65369.5 MB Dedicated GPU memory used by Lightroom: 8960.7MB / 10053.0MB (89%) Real memory available to Lightroom: 65369.5 MB Real memory used by Lightroom: 12536.0 MB (19.1%) Virtual memory used by Lightroom: 19255.5 MB GDI objects count: 1385 USER objects count: 4086 Process handles count: 8324 Memory cache size: 5404.3MB Internal Camera Raw version: 16.5 [ 1954 ] Maximum thread count used by Camera Raw: 5 Camera Raw SIMD optimization: SSE2,AVX,AVX2 Camera Raw virtual memory: 2046MB / 32684MB (6%) Camera Raw real memory: -12066MB / 65369MB (-18%) Cache1: Preview1- RAM:22.0MB, VRAM:0.0MB, tesa_Nick House_Windows and soffits_0824_IMG_0219.CR2 Final2- RAM:370.0MB, VRAM:1659.0MB, tesa_Nick House_Windows and soffits_0824_IMG_0126.CR2 Preview3- RAM:22.0MB, VRAM:0.0MB, tesa_Nick House_Spray plaster+paint_0824_IMG_0064.CR2 Preview4- RAM:22.0MB, VRAM:0.0MB, tesa_Nick House_Spray plaster+paint_0824_IMG_0072.CR2 Preview5- RAM:22.0MB, VRAM:0.0MB, tesa_Nick House_Windows and soffits_0824_IMG_0243.CR2 Preview6- RAM:22.0MB, VRAM:0.0MB, tesa_Nick House_Spray plaster+paint_0824_IMG_0135.CR2 Final7- RAM:167.0MB, VRAM:0.0MB, tesa_Nick House_Windows and soffits_0824_IMG_0093.CR2 Final8- RAM:167.0MB, VRAM:0.0MB, tesa_Nick House_Windows and soffits_0824_IMG_0147.CR2 Preview9- RAM:22.0MB, VRAM:0.0MB, tesa_Nick House_Windows and soffits_0824_IMG_0185.CR2 Preview10- RAM:22.0MB, VRAM:0.0MB, tesa_Nick House_Spray plaster+paint_0824_IMG_0053.CR2 Preview11- RAM:22.0MB, VRAM:0.0MB, tesa_Nick House_Windows and soffits_0824_IMG_0221.CR2 NT- RAM:880.0MB, VRAM:1659.0MB, Combined:2539.0MB Cache2: m:5404.3MB, n:1424.0MB U-main: 98.0MB System DPI setting: 96 DPI Desktop composition enabled: Yes Standard Preview Size: 2560 pixels Displays: 1) 2560x1440, 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 RTX 3080 (32.0.15.6590) Init State: GPU for Export supported by default User Preference: GPU for Export enabled Enable HDR in Library: OFF Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic Library Path: C:\Users\Ben S\Pictures\Lightroom\Old Lightroom Catalogs\Lightroom Catalog_Demand-v13-3_2024-10-31 1140\Lightroom Catalog_Demand-v13-3.lrcat Settings Folder: C:\Users\Ben S\AppData\Roaming\Adobe\Lightroom Installed Plugins: 1) AdobeStock 2) Flickr 3) Nikon Tether Plugin Config.lua flags: Adapter #1: Vendor : 10de Device : 2206 Subsystem : 38973842 Revision : a1 Video Memory : 10053 Adapter #2: Vendor : 1414 Device : 8c Subsystem : 0 Revision : 0 Video Memory : 0 AudioDeviceIOBlockSize: 1024 AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - FiiO DAC (FiiO USB DAC-E10)#{comment}DVAAU-4201250: Open the audio hardware preferences page. AudioDeviceNumberOfChannels: 2 AudioDeviceSampleRate: 48000 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 3080/PCIe/SSE2 GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA GL_STENCIL_BITS: 8 GL_VENDOR: NVIDIA Corporation GL_VERSION: 4.6.0 NVIDIA 565.90 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
... View more
Oct 25, 2024
02:00 AM
Is there any way to have ruler guides be contained within a sequence? I work between 16:9, 9:16 and 1x1 all the time and hate having to change my guides each time I go to a different sequence. I've finally set up some templates for myself which obviously massively speeds this up, but it's still a pain! Any thoughts appreciated or if this can become an idea for the dev team then sweet.... 👀
... View more
Jan 22, 2024
12:16 AM
See my technique at the bottom of the comments...
... View more
Jan 22, 2024
12:16 AM
I left this comment a year ago but it seems to have been deleted but i stand by it... "Ok I found a janky hack to solve this. So, you can drag clips FROM the timeline TO the project bin as well as from the project bin to the timeline.... you might see where I'm going. Create a dummy bin in your project. Highlight the clips you have in the wrong order and drag them into this bin. Hey presto, they are added to the bin in your edit order. Now as Premiere allows you to drag from the project bin to the timeline in the order you select your footage, simply highlight the clip you want to be at the beginning of the edit (currently your last clip) and Shift + Up key to select all the clips (I discovered that Shift and click to 'select all' doesn't work - the fact you 'click' selects them in the wrong order!). Then drag your highlighted clips back onto your timeline and you have reveresed the order! The only hitch is that it brings all the audio from the whole video file, not just your edited section but this is fairly simply to delete all audio and ripple delete the gaps. I know this thread is years old but hopefully this helps someone!? Please feel free to ask questions or see if we can further refine this technique"
... View more
Jan 15, 2024
06:12 AM
This helped me out just now too, thank you!
... View more
Jan 09, 2024
08:23 AM
I'm getting this exact same issue that @chrisell99 has been describing and turning off GPU compositing worked for me. Cheers guys!
... View more
Oct 16, 2023
01:02 AM
Hi Juri, I was having this problem (dragging and dropping) and the fix for me is to use the Move to or Copy to function. Simply navigate to: File > Move to or Copy to > [Select folder] This appears to take associated XMP files with the RAW file! Hope that helps, only a couple of years late 🙂 Cheers, Ben
... View more
Sep 07, 2023
05:37 AM
This seems to be working for me. Thanks Peru Bob!
... View more
Jan 17, 2023
07:25 AM
@JeffreyTranberry do you have a recommendation for which release to roll back to? Cheers!
... View more
Jan 17, 2023
07:23 AM
Yeah I keep seeing that and it's bloody painful. You can lose a heck of a lot of work from jumping back just 15-20 steps! And it's completely ireversible 😡 Glad to hear there's a fix on the way..... 🤞 For the meantime I am rolling back.
... View more
Jun 27, 2022
02:54 AM
Hi Andy I think I may have experienced the same problem... have you resolved it? For me the solution was very basic and very silly. I just hovered on the 'Send to Media Encoder' until a little box appears above the button. Maybe a second or two at most. That's it. It's possibly the strangest glitch I have ever encountered. I just tried to re-create it and the button appears to be working as normal. Mystery!
... View more
Jan 20, 2022
02:10 AM
1 Upvote
You need to uncheck the Profile box (highlighted in your screenshot attached) and then you can choose the right Colour Space. See my screenshot below:
... View more
Jan 20, 2022
02:07 AM
Thanks, this worked for me 👍
... View more
Jan 19, 2022
02:44 AM
This worked for me, thanks Matt 🙂
... View more
Jun 29, 2021
05:13 AM
1 Upvote
😂 What even IS this bug?? I have 3 open projects, all of which randomly become locked at the same time. I have found that only restarting Premiere would allow me to move clips around again but I can confirm that I get the same behaviour as @Dio Vayne - if I undock the timeline then I can move the clips around. Re-dock the Timeline (literally in any other block) and locked again. Bizarre. I have not tried clearing preferences. I feel lucky that my projects work again once I close and re-open 🤞 Fingers crossed it stays that way. One thing of note is that this glitch appears to kick in when I copy and paste a large amount of clips between Sequences or even between Projects. Anyone else noticed this? Come on Adobe, please get to the bottom of this!
... View more
Jun 10, 2021
09:16 AM
2 Upvotes
This worked for me. I can't really pinpoint when it started, but my timeline was playing at about two thirds speed. I brought up the GPU Render System overlay (Ctrl+Shift+F11) and saw it playing at around 16-17fps (25fps timeline). It was by chance that I went to change audio output (I switch between headphones and speakers) and got the MME error! After setting to None the playback went back to full speed and sweet 25fps. Weird much? Thanks all.
... View more
Apr 26, 2021
05:39 AM
Lifesaver.
... View more
Feb 24, 2021
05:34 AM
Can we get an update on how the devs are getting on with this?
... View more
Nov 25, 2020
03:01 AM
I was having the same exact problem so I re-ordered my effects and put Basic 3D before Drop Shadow.... and the problem became much worse. I'm borderline punch-the-screen here, has anyone got any other potential fixes??
... View more
Nov 04, 2020
05:04 AM
1 Upvote
Having the same issue here - Acrobat hangs for a few minutes before finally opening the link. Completely unusable if this is what happens for the client or any of their customers. I get the same problem no matter if I export as Interactive or Print with hyperlinks.
... View more
Sep 09, 2020
07:27 AM
1 Upvote
This would be great if there was the option to start the queue if the computer has been idle (or Windows/Mac locked) for X amount of time rather than just not interacting with AME....
... View more
Sep 25, 2019
02:11 AM
I was having this problem. Try again. I am suddenly able to access older posts from Google search. Halleluja!!
... View more
Sep 20, 2019
06:30 AM
1 Upvote
I really, really hope they aren't gone forever. Long live the way-back-when machine! The new search function does not appear to be very good...
... View more
Sep 19, 2019
12:27 AM
1 Upvote
sumnicole did you get anywhere with this? I am having the same problem! High-contrast orangey mess 😕
... View more
Feb 18, 2019
02:31 AM
2 Upvotes
Reporting the same issue about a faulty search bar but for me as soon as I type anything into the search bar I get zero results (I just see the folders in the same way when there are no search results). I just rolled back to 13.0 from 13.0.1 and the search function is now working again.
... View more
Sep 12, 2018
02:52 AM
Hi Bill, wanted to try out your Benchmark tool but it seems your website is down, any news? Tried this on desktop and mobile, same result!
... View more
Jul 19, 2018
06:19 AM
I was having major playback issues and also usability issues while amending type or when I have a high res JPG in the timeline - stuttering and hammering the GPU (NVIDIA K620). I changed from Mercury CUDA to Mercury software only and so far playback seems a lot smoother. No hang ups when using the Type tool.
... View more
Jul 17, 2018
08:45 AM
2 Upvotes
This! I can't believe this is still a problem. Create a horizontal or vertical line and cannot select. Create a line at an angle and it's fine!!! How is this still an issue? And can we also kill the Anchor Point while we're at it?
... View more