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Oliver Unter Ecker
Community Manager
Imaging Lead, Photoshop Platform
September 16, 2026
Blog

Introducing the tech of NextGen Engine

  • September 16, 2026
  • 38 replies
  • 532 views

Hi! I devised Photoshop’s NextGen Engine (NGE) and want to share a bit about why we’re building it and the technology. 

Let’s start with an important thing to know. 

 

We’re adding, not subtracting 

Photoshop is getting a new engine and ultimately everything that has anything to do with pixels will run through it. 

This may sound like it implies a lot of change. In case this is on your mind, let me clarify: it doesn’t, really. 

We decided to add in the new engine and capabilities and not take anything away. After NGE lands, you can still use Photoshop as you always have. New features and capabilities will be opt-in. You can dip your toes in or embrace the new capabilities wholeheartedly – it’s up to you. 

We’re creating a bit of a new world inside Photoshop, but that new world gets blended in with what exists now, seamlessly. 

With that out of the way, why are we building this new engine again? 

 

Why, part 1 

We’re building NGE to make Photoshop 1) more capable, 2) way faster, and 3) easier to use. 

Some engine features touch all three of these at once. Interestingly, perhaps, when these benefits combine, positive implications on usability emerge. Let’s explore that a bit. 

 

Tracing a feature from capability to usability 

Let’s look at a feature David revealed in the previous blog post: filters will run in real-time on-canvas and can be placed anywhere in Layers. That’s the feature. (Basically, in Photoshop language, NGE filters are non-destructive and behave like Adjustment Layers today, clipped or unclipped.) 

This gives Photoshop a (big) new capability, makes it faster (up to 100x faster for filters in the Distort family in our testing), and is easier to use because you no longer must know about Smart Objects and Smart Filters to use non-destructive filtering. Check, check, check on our list of benefits. 

On top of this are some nice usability implications, as follows. 

Consider a document with two images and a stack of filters above them: Say, Vibrance, followed by a Gaussian Blur and a Lens Correction. What happens if you move one of the images underneath these filters or change vibrance? With NGE, all filters re-run and the composition changes in real-time. 

This isn't possible in Photoshop today.  

Here are the positive usage implications, then: 

  • You can now see edits to anything in Layers in the context of your full composition. 

  • You can now edit compositions of any complexity without having to merge layers or create Smart Objects. 

If you work on complex documents, let that sink in for a moment. 

This gives you more non-destructiveness; more precision & control; and lets you effectively do work you couldn’t practically do before. 

(Personally, improvements like that, to the way you can create, excite me more than features or speed.) 

Also, of course, having to understand and know the rules about placement of Adjustments, Smart Filters, Layer Effects and how to use Smart Objects is part of why Photoshop has a steep learning curve. 

So, the final implication of this simple-sounding feature of real-time filters on canvas, with all the previous rules about filter placement falling away, is 

  • A beginner can now have an easier start on complex work in Photoshop 

(That may matter less if you already know all this, but it helps you too.) 

Finally, and I admit this is just my inner child having fun: 

  • It looks beautiful. I’m personally looking forward to you experiencing the swirly creaminess of moving layers under global Blur and Swirl filters in real-time. 😀

Here’s our first tech blurb: 

 

The tech 

Key to making this “everything is an Adjustment Layer” feature work is much greater speed. And that’s achieved through modern tech and quite a few inventions. 

Know that, off the bat, GPUs are “only” 10x faster than CPUs. On a desktop-class machine, Windows or Mac, the GPU has around 10 TFLOPS of perf vs. 1 TFLOPS for all the CPU cores combined. And VRAM, on dedicated graphics cards, is around 10x faster than CPU RAM. But if you do everything right, you can get a factor of 100x out of GPUs. That’s the challenge we took up. 

We invented a GPU Compiler for Imaging that fuses all filters and blending operations in Photoshop into one giant “shader,” bespoke for your document. This eliminates all intermediate “writes” (into temporary bitmaps at every compositing stage) and gives us that extra 10x. 

We call this extreme kernel fusion, and it also has a big positive quality implication: color is processed quasi-losslessly, in floating-point precision, as it goes through any number of processing steps. With NGE, you can have 2 or 20 Curves, or other adjustments for color, and they will be fused into one, eliminating all potential for banding due to filter losses. Banding – gone forever. 

This holds even for 8-bit images, because those, too, are promoted to 32-bit float while pixels travel through the processing pipeline. (There’s no full-image conversion to 32-bit float – that would eat RAM. The conversion happens on-the-fly, just for the 1,000 or so pixels that are being processed by the 1,000 or so cores of your integrated or dedicated GPU.) 

Extreme kernel fusion also applies to transformations. If you have non-destructive Rotate, Lens Correction, and Perspective operations on your photo, these are fused into one complex mathematical formula used to sample your photo only once for every output pixel. This delivers a noticeable quality improvement over sampling it three times, as each sampling operation introduces inaccuracies and makes your photo softer. To my knowledge, no other commercial imaging software can do this.  

Kernel fusion and the use of dynamic compilation are two key enabling technologies in NGE. 

Next month, a member of the team will tell us how the engine works with any number of images of any size. That’s another key innovation that’s unusual and required invention. 

I hope you’re starting to sense it: Photoshop is coming to the GPU – in a big way. 😀

 

Why, part 2: Feeling that feeling again 

Photoshop was a revelation in the 90s. There was real discovery as users (and developers alike) saw things happen to images that just weren’t possible – or seen – before. 

Our hope and ambition with NGE is to build something that allows you to experience that feeling of newness and expanded possibilities again. 

We’re making Photoshop easier to use but “easier to use” doesn’t at all mean we’re dumbing Photoshop down. Quite the opposite: we’re giving Photoshop features and oomph that will let you do work with a new level of precision and quality and do net-new things. 

And there will be simplifications in usability that we hope will feel natural to you and like a logical next step.

So, beyond features and specs, a heightened user experience is an important part of why we’re building NextGen Engine for you.

A quick reality check: Photoshop is big. Our approach of blending the new into what exists today will take time and NGE capabilities will roll out incrementally over a stretch of time.  

 

Next steps 

We’d love to build together with you and will ask for your input. 

We’ll also have different members of the team pop their heads in here and tell you about various aspects of NGE, from tech to product to community. 

Also, there will be surprises (good surprises) along the way. Stay tuned for one coming very soon. 

 

Best, 

Oliver Unter Ecker 

Imaging Lead, Photoshop Platform 

 

38 replies

davescm
Community Expert
Community Expert
September 29, 2026

It sounds like a great future. Key for me is not losing basic functionality like solid and reliable colour management (as we lost in v27.10) as we drive for faster processing and introduce new functionality.

Dave 

Known Participant
September 29, 2026

Totally agree, Dave!
We didn´t only loose color managenment in v27.10, but generally in Win 11.
You can either choose 10bit/channel for display purpose or limit your monitor to a generic sRGB profile, depending on wether you enable ACM in Win 11 or not.
And this problem has to be fixed independent of NGE. Users need color management also, if they don´t use NGE, because NGE will maybe take years, until ready.

udderball
Inspiring
September 25, 2026

A lot of this sounds pretty interesting but I’m not getting any hopes up until I see a demo video that includes the user’s activity monitor while they’re playing around in this “new world inside Photoshop”. Photoshop (+ other Adobe apps) have become bigger and bigger memory hogs these last few years. There have been plenty of new AI-related features shoved down our throats (some gimmicky, a few useful), while basic app performance has continued to take a nosedive and chew through the RAM of even pretty powerful machines. I wonder how many more background processes we’ll see added to the already over-populated Adobe roster...

Trevor.Dennis
Community Expert
Community Expert
September 26, 2026

I am not finding memory to be a significant issue.  Photoshop is not great at releasing RAM once it is using it, but when I got my current system two or three years ago, I stayed with 64Gb the same as the previous build because Photoshop had never toped out of its allocated RAM. Unfortunately memory is getting crazy expensive the same as GPUs now.

Yes, Photoshop is a big and powerful app, but it doesn’t load everything into RAM until it needs it. The entire Photoshop uses 5.8Gb on the drive.  The full version of Gigapixel uses close to twice that at 11Gb and Gigapixel .  The full Topaz Studio uses a massive 36Gb

 

When you consider how powerful and complex Photoshop is today, 5.5Gb doesn’t sound over the top to me.  If you want a Lite version with fewer features, then you can use Photoshop Elements or any of the alternatives.

 

Known Participant
September 24, 2026

I’m adding to my wish list: Please make the numbers on the rulers around each file high contrast enough to read them! I want all the tic marks, and whatever numbers are in the ruler margins high contrast and big enough to actually see. I use them all the time to measure pages and sizes on images and text and I can barely see them. This can’t be too hard, can it?

Trevor.Dennis
Community Expert
Community Expert
September 26, 2026

I’ll add a me-too to that, but meanwhile use the Shift Ctrl F1 and Shift Ctrl F2 to darken and lighten the interface.  A full bright UI is easier to see the numbers and large division lines.  The subdivision lines are still hard to see though.

You can sometimes get a better view by turning on the Grid with it set to Pixels.  The default colour for grid lines is 50% grey, so its always going to be a compromise regards contrast depending on the underlying tone and color.  The example below is 1000 pixels wide with grid set to 100 pixels with 5 sub divisions.

 

Known Participant
September 24, 2026

I hope we get more things we can do very selectively with brushes. I want to be able to dodge and burn directly, sharpen & blur directly by brush, select an area by brush and then handle  the strength of whatever I’m doing - without making an extra 50% gray layer or other side trips, as well as  having it be non-destructive and editable. 

Known Participant
September 23, 2026

Can we expect improvements to masking, as well?
1.Non-destructive masks (right now we can adjust blur and transparency via properties panel. But we should be able to do much more like shrink, expand, smoothen etc.)

2.linked masks: adjustments to a mask are transferred to all linked masks
3.Multiple masks
etc., etc.
Masking didn´t improve since decades...
 

Oliver Unter Ecker
Community Manager
Imaging Lead, Photoshop Platform
September 24, 2026

Can't comment on unannounced features but these are on our radar.

New Member
September 23, 2026

Whatever dude. Architect is not a verb.

c.pfaffenbichler
Community Expert
Community Expert
September 23, 2026

"Whatever dude. Architect is not a verb.'

When criticizing others' choice of words employing proper punctuation might be a good idea.

Chris 486
Community Expert
Community Expert
September 23, 2026

I like the idea of opt-in features. Mostly to allow for a lean install for different rigs I’d love to see that expanded to something like installing “packs” of features so if I’m installing on a light weight laptop for more basic editing, I can just install what I would want there vs full blown version everytime.

Trevor.Dennis
Community Expert
Community Expert
September 26, 2026

I’ve always wondered how much is loaded into memory when we open Photoshop.  I was being just a bit disingenuous when I said that the Photoshop folder was 5.5Gb back up this thread, because I knew there is a big chunk of content under Windows AppData.  That turns out to be another 6.5Gb.  The initial Photoshop.exe file is just 283Mb.

So, my guess is that Photoshop opens the code it needs to memory when it is needed.  I can’t help but think that once in memory, it stays there till Photoshop is restarted.  But what do we know?  It feels crazy second guessing the people who write the code for Photoshop and offering them advice on how they should do it.

Known Participant
September 22, 2026

Sounds fantastic! But will it finally also address the color management problem with Windows 11?
Right now I can either activate Win 11`s “Auto Color Management” and get 10bit/channel to the monitor, but PS will ignore my custom monitor profile and restrict the monitor to sRGB. Or I can deactivate “Auto Color Management” and use my monitor profile, but PS will only output 8bit/channel to the monitor.
This was no problem in Win 10. My nvidia GPU is set to 10bit/channel, of course.

Oliver Unter Ecker
Community Manager
Imaging Lead, Photoshop Platform
September 23, 2026

This is being worked on.

D Fosse
Community Expert
Community Expert
September 19, 2026

I think this sounds fantastic, and it’s exactly the direction I want Photoshop to go. This is what I want, not more AI slop.

No more banding is one thing, but I imagine this would also address the potentially inaccurate blending/adjustment previews at non-100% view. For noisy or “binary” images, this is currently a big gotcha. One of the most frequent questions here is “why does the image change when i flatten”. And then we have to explain that it doesn’t; it’s an incorrect zoomed-out preview.

However, I’m nervous. Major rewrites always come with bugs, that’s inevitable. It can take a long time before it’s all straightened out. From time to time people come here and say “Photoshop should be rewritten from scratch”, and I say, are you crazy, that’s 3 years minimum of bug h3ll...

Oliver Unter Ecker
Community Manager
Imaging Lead, Photoshop Platform
September 19, 2026

We’ve been working on this for 4 years… ;-)

What we’re doing is major but not a rewrite that replaces what’s there. Like mentioned in the post, we keep what exists and blend in the new as additional capabilities. If you don’t use new features, the existing code runs as before. We know people rely on Photoshop, and we’re, of course, doing this responsibly.

If you do opt in to the new world, there are many internal changes that support greater correctness. For example, we work in linear color instead of a gamma space throughout.

We’re also leaving the preview age behind, opting for final results at all times.

As far as minified views of binary images, if you have a 1-pixel black/white checkerboard and view it at 50%, there is a problem: the mathematically correct thing is to display uniform 50% gray. But maybe you expect to see a checkerboard? (Look up the Nyquist-Shannon Sampling theorem, if you’re unconvinced that 50% gray is the correct answer. The problem is the minified checkerboard is a super-Nyquist signal, which cannot be accurately reconstructed (and therefore displayed). It’s also, really, a synthetic problem, not a real-world problem.) 

If you can share an example and your expectation, we’d be happy to look at it.

With NGE, there is greater flexibility in handling resampling and, again, doing operations like blending in linear color fixes some long-standing issues.

D Fosse
Community Expert
Community Expert
September 19, 2026

Thanks, ​@Oliver Unter Ecker 

Yes, I understand your checkerboard example. But my point isn’t about screen resampling, which obviously has to happen - it’s about how previews are calculated. The way it works now, the previews are calculated on the on-screen (resampled) image. To stick with your checkerboard analogy, an adjustment preview would be calculated on the all-gray resampled screen data. So you add a curve to lighten, and the preview gets a lighter gray.

But in reality of course, the image pixels are all either fully black or fully white, and a curves adjustment should have no effect. 

That’s my point. If the adjustment preview is calculated on the full image data, instead of the resampled screen image, that curves adjustment will correctly show no change. In short - this problem would go away :-)

 

 

Trevor.Dennis
Community Expert
Community Expert
September 19, 2026

Will the NGE performance be linear in terms of GPU performance in teraflops?  

Is there an upper limit or diminishing returns regards GPU performance?  i.e. are there other hardware bottlenecks that will come into play?

Will NGE performance relate strictly to a GPU’s performance in teraflops?  I ask this because in real world benchmarks like Passmark, the relationship between Passmark score and teraflops seems to be skewed. Gaming GPUs do better than workstation GPUs in Passmark, but the order changes when looking only at performance in teraflops.  Not that you can go out and buy one right now.  Not here in NZ at least.

Oliver Unter Ecker
Community Manager
Imaging Lead, Photoshop Platform
September 19, 2026

Teraflops matter and so does bandwidth. It really depends on your document which one is the bottleneck. If you have 100 layers and zero filters, bandwidth will be your bottleneck. If you have one layer and 100 filters, compute will be.

The variety of work people do in Photoshop is great, so it’s really impossible to say what level of hardware people should have. There’s no uniform answer.

The good news is that GPU utilization will now jump to 100% when NGE is computing.  You’re getting more performance out of the device you already own.

By and large, as both compute and bandwidth scale, your performance will scale linearly. But there absolutely can be a cliff: If you have a 5-layer document with 10 filters and it runs at screen refresh rate at 25% GPU utilization, you won’t gain anything from a faster GPU. The goal is to run at screen refresh rate. If your existing hardware does that, you can’t do better. (This isn't quite diminishing returns — it's a hard cutoff.)

I didn’t speak of bandwidth in the post but bandwidth (=memory speed) is as important as compute.