Skip to main content
Oliver Unter Ecker
Community Manager
Imaging Lead, Photoshop Platform
September 16, 2026
Blog

Introducing the tech of NextGen Engine

  • September 24, 2026 at 6:39 PM
  • 44 replies
  • 857 views
  • Translate

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 

 

44 replies

artur_0832
Known Participant
October 5, 2026

Thanks Adobe, but no ❤. You should have done this 10 years ago, if not earlier. Only because of competition from Figma and others did you finally decide to get moving, but user trust is completely lost.

Translate
RRKing
Inspiring
October 9, 2026

It does not matter to them.  Their leadership is disconnected from what made them.  They are focused on what they were hired to focus on, and that’s wall street.  They are doing splendid in this regard because they have locked in Enterprise.  Adobe and Enterprise clients are perfect for each other because neither move at the speed us, the SB and the creators need to move at.  
Look at the laughable AI and Firefly implementation that Adobe has scored big on with Enterprise.  The model itself is garbage but it’s “safe”.  That's the key word.  By having a guarantee in contract that their AI won’t spit out anything legally “dangerous” and if it does, Adobe forks the bill and defends the client is all the Enterprise clients needs to hear. Too bad it won’t hold up in court because the client still will be on the hook.  It’s a untested clause that until it’s tested Adobe is winning big on.  It’s the perfect clause that any upper management can point to regardless of how hollow it is and get the deal signed.  I don’t use AI so it doesn’t bother me, but what bothers me is the push to use AI, especially when it’s bad AI. Who knows, maybe we’ll see a change once the dust settles.  

Translate
October 1, 2026

AMAZING! 🌈

Translate
rayek.elfin
Legend
September 30, 2026

Good. 

Finally photoshop's aging architecture and layer stack will see updates as well?

  • a true 16 bit mode! Yay!
  • arbitrary number of bitmap and vector layer masks (instead of the mere 1 per type)
  • layer instancing / cloning with real-time feedback (augmenting the limitations of smart objects in compositing)
  •  layer support for 1bit bitmap image mode and indexed mode
  • LAB, HSV, etc. support for curves, levels, and other adjustment layers without the need to switch to a different mode
  • adjustment layers support for layer masks and filter masks
  • use and mix layers with varying bit depths and image modes in the same layer stack without the need of clunky smart objects
  • non-destructive transformation of bitmap layers without the need of --can you guess?-- inconvenient smart objects
  • non-destructive arbitrary resolution per bitmap layer without the need of --you guessed it-- awkward smart objects while still fully editable
  • other niceties such as per-layer colour management control, per-layer anti-aliasing controls, …
  • ...and so on, and so forth.

The competition has featured these for a long time, so I am hopeful this new “Next Gen Engine” opens the doors to fundamental core improvements of Photoshop’s aging workflow(s).

The future looks bright indeed!

 

Translate
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 

Translate
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.

Translate
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...

Translate
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.

 

Translate
udderball
Inspiring
September 30, 2026

Not sure if something got lost in translation here, but I have 0 concerns about the space Photoshop takes up on my actual hard drive; it’s the exorbitant amount of RAM it tends to consume that’s the issue. To be clear, I’m talking about extreme memory consumption for simple, non AI-related functions on fairly small docs. Do a quick google for recent forum posts if you’re not sure what I mean.

Translate
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?

Translate
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.

 

Translate
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. 

Translate
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...
 

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

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

Translate
New Member
September 23, 2026

Whatever dude. Architect is not a verb.

Translate
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.

Translate
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.

Translate
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.

Translate