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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
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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

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.

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

This is being worked on.

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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...

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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.

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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 :-)

 

 

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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.

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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.

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D. Humann
Community Expert
Community Expert
September 18, 2026

The engineering story seems legit. Fused GPU shaders and float intermediates can make a thick Photoshop stack faster than a multi-pass CPU pipeline. Check! However, the 10x/100x numbers, “banding gone forever,” and “no other software can do this” sound like marketing-speak and/or wishful thinking (as opposed to measured facts). That’s okay, though. We like the enthusiasm!

As I look into my crystal ball, I see my future-self sitting at my now aging workstation with a 3090Ti (24GB) GPU. Photoshop starts up and I’m immediately presented with a dialogue box:

“Please install an NVIDIA 5090 (or better) GPU to continue using Photoshop.” :D

Postscript: I kept getting notifs about this topic so I figured I would chime in. (I’m only partially trolling.)

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Oliver Unter Ecker
Community Manager
Imaging Lead, Photoshop Platform
September 18, 2026

Your 3090 Ti is plenty fast. You won’t be prompted for an upgrade. :-) 

Also, with your GPU, you will see those high factors.

Good callout on banding gone forever. Here’s the technical footnote: This refers to banding induced by a filter chain that degrades the signal. Today, if you have a series of adjustments, every adjustment will degrade quality a bit. If you have extreme adjustments, you can easily end up quantizing your image. For example, if you have strong tonal compression followed by a strong tonal expansion, you will see strong banding in 8-bit documents. (Example: In Photoshop, move the Output value of your linear curve’s end point from 255 to 10 and then add another curve that moves the end point’s Input value to 10. You end up with an unchanged image – except, it’s sadly reduced to 10 bands.) In the new engine, there’s zero degradation.

You will still see banding if a) your image is already quantized, or b) you intentionally quantized with a filter like Posterize.

Other than that, banding is truly gone. (Dev speaking here.)

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Participating Frequently
September 18, 2026

The real-time filter changes sound really interesting, especially for complex layer-heavy projects. Being able to see everything update instantly without constantly relying on Smart Objects could make the workflow feel much smoother.

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Oliver Unter Ecker
Community Manager
Imaging Lead, Photoshop Platform
September 18, 2026

That’s the idea.

In addition to being smoother, this delivers the ability to tune the knobs of multiple interdependent filters. This is difficult today with Smart Objects and Smart Filters.

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EyeCreate2024
Participating Frequently
September 17, 2026

So, will this engine run on my local GPUs or will this be Adobe Cloud based where all my work goes through Adobe’s cloud to process these new capabilities? With artists’ concerns about our artwork being gleaned for AI training, this should be addressed.

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c.pfaffenbichler
Community Expert
Community Expert
September 17, 2026

With artists’ concerns about our artwork being gleaned for AI training, this should be addressed.

Are you being serious? 

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Markus_MIelke
Adobe Employee
Director of Product Management, Photoshop
September 17, 2026

Of course on local GPU.

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Gixxxa75
Inspiring
September 17, 2026

I find with the current version some sliders don't display the change until I release the slider (using a wacom tablet) so have to keep letting go of slider and re grabbing it, might just be my set up but do think real time display of changes as your moving slider is much better.

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c.pfaffenbichler
Community Expert
Community Expert
September 17, 2026

Sounds promising! 

 

Technically this is not the subject here exactly but I am afraid the Filter Liquify may need some serious upgrade if it is to be meaningfully used as a Filter Layer. 

At current changing the Canvas size can already necessitate a Smart-Object-in-Smart-Object work-around because the Mesh does not accommodate such changes; if it is a Filter Layer of its own the frame of reference of the Mesh could probably be messed up by transformations of separate Layers it is intended to »shape« in unpleasant ways. 

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Trevor.Dennis
Community Expert
Community Expert
September 17, 2026

Until recently, Christmas came in October/November for Photoshop users, and specifically around the time that the Sneak Peeks were presented at MAX as major updates tended to be released at the same time.  So, imagine how a change this big is making us feel?  At the risk of sounding ridiculous, I can barely contain my excitement, and I am not being facetious here.  

One of my biggest wait states is when making a change to nested Smart Objects.  This is especially true when the likes of Topaz Photo has been used somewhere in the nested layers.  I have to wait while Topaz Photo opens and immediately closes to update the SO group even though no changes occurred to the Topaz Photo layer.  Is that something will no longer happen with the new engine?  How closely is the team working with Topaz now they are a part of Adobe?

In the past you could get better performance with a CPU that had a higher clock speed than much more expensive CPUs with a lot more cores/threads.  You compared GPU to a CPU with all cores combined.  Was that to help illustrate the difference in performance between CPU and GPU or will the new engine also use more CPU cores as well as heavy GPU computation? 

It sounds like you have taken on some game developers, or is ‘shader’ a generic GPU term? 

How should we look at future hardware upgrades?  What would the optimal hardware be for best Photoshop performance, and how will this affect users who can’t afford todays crazy high prices for high end GPUs and lots of RAM?  I’m guessing that lots of VRAM will be a useful byproduct of using high end GPUs?

Will AI data sets work as well locally, or will we still need to access Adobe servers for ‘more stable’ performance?

Will the new Photoshop come all in one update?

What sort of timing are we looking at?  I’ll understand if you’d rather not commit to a time frame but an idea would give us something to look forward to.

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Gixxxa75
Inspiring
September 17, 2026

Don't think the AI companies want the consumer owning hardware that can process it locally, its win win for them the way they have distorted the prices of RAM and GPU’s, they get our data and can charge us for the privilege of giving it to them. 

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Trevor.Dennis
Community Expert
Community Expert
September 17, 2026

​@Gixxxa75 Maisie and I have been incapable of independent thought since our first COVID jab filled us with Bill Gate’s nanites.   You must proceed immediately to your nearest Bill Gates Health Hub to be assimilated. Resistance is futile.

 

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