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David Howe
Adobe Employee
Adobe Employee
July 24, 2026
Blog

Rebuilding Photoshop's Engine, 35 Years In.

  • July 24, 2026
  • 16 replies
  • 762 views
Colorful Eye

As you read in our last post, we're rebuilding Photoshop's engine from the inside out. Before I get into where that's headed, I want to back up and tell you how we got here.

Photoshop 1.0 was released on February 19, 1990. That week, the number one song in the country was "Opposites Attract" by Paula Abdul. Computers ran on 8-MHz processors. There was no JPEG format yet. Photoshop 1.0 shipped on a single 800K floppy disk, with one undo.

A lot has changed since then. I've been lucky enough to watch, and work on, a good chunk of it. 


Performance, a recurring thread 

Some of my earliest projects at Adobe were about performance: moving Photoshop from 68K chips to PowerPC on the Mac, then later helping it take advantage of MMX on x86, Intel's first real push into SIMD-style instructions for things like image processing. Since then we've added multithreading, more low-level CPU intrinsics, optimized bottlenecks, and gone through the 32-bit to 64-bit transition and the move from Carbon to Cocoa on the Mac. Then came GPU acceleration: first for canvas display, then for individual filters, and eventually for compositing itself, the core of what Photoshop does.

I've always liked watching things run at their best, whether it's a machine, a piece of software, or an athlete. So the question of how fast Photoshop could really go has stuck with me for a long time. 


A different era of computing 

Here's the thing that's nagged at me for over a decade, though: Photoshop was designed for a very different era of computing. I first felt this sharply when the iPhone showed up. I asked one of our engineers back then if we could get Photoshop running on it. He was honest with me: sure, maybe, but it would run terribly. Photoshop was built around desktop-class CPUs. It just wasn't built for a mobile world. 

Around 2012 our teams started exploring multiple approaches and learned valuable lessons that informed the architecture we're building today. Some of that work found its way into our mobile products later. But we also ran into the real limits of GPU-only imaging engines: they struggle with the enormous files Photoshop is known for. And we learned just how high the bar is to earn the name "Photoshop.”

Fast forward to 2016 and the iPad Pro. Hardware had caught up, and we'd learned a lot from bringing Lightroom to mobile. This time, instead of rebuilding from zero, we ported the actual Photoshop codebase to mobile and web. That's how we got Photoshop for iOS, Android, and web, and it solved a real problem: true interoperability with desktop Photoshop and full PSD fidelity. We didn't have to rebuild every feature from scratch. But we ran straight back into the same wall: the compositing architecture itself. 


November 2022 

Which brings me to November 2022. 

During one of our team-wide garage sprints, a small group of engineers put together the first prototype of what we now call the NextGen Engine. This NextGen Engine is a modern imaging architecture that powers how Photoshop renders, composites, and processes images, creating the foundation for faster performance and future innovation. When I saw it, I was floored, not just by how fast it was, but by the fact that it handled genuinely huge files without breaking a sweat. That combination is what had eluded us for a decade. 

Two things made this possible, and I'll let the engineers who built them explain in more detail in future posts. The short version is that recent advances in both hardware and software finally opened a door that simply wasn't there before. NextGen Engine could not have existed even a year earlier. 

Since that sprint, I've spent my time incubating this project: exploring where it could go, pushing on the internals, and yes, navigating plenty of internal debate along the way. New ideas take time to earn trust, and this one was no exception. But it's been one of the most rewarding stretches of my career.

Bringing it home to desktop 

Now we're climbing what might be the tallest mountain yet: bringing this new engine into Photoshop desktop. This part is a genuine team effort. The NextGen Engine team built the new architecture, and the Photoshop desktop engineering teams know every corner of the existing codebase inside and out. Integrating the two is deep, demanding work on both sides, and it's happening because all teams are in it together. 

This is where the earlier lessons really matter. NextGen Engine is a ground-up, GPU-first engine that doesn't compromise on speed. But we're not rewriting all of Photoshop. That would be nearly impossible, and honestly, unnecessary. Instead we're marrying a brand-new engine with the tools and capabilities that already exist. The best of both worlds. 

And this pairing opens doors we couldn't open before. Take filters: with this engine, our goal is to make filters non-destructive and real-time, no longer trapped behind modal dialogs. You'll be able to attach them to any layer, or let them float freely in the layer stack, without needing Smart Objects or Smart Filters just to get non-destructive behavior. All of this runs through a floating-point HDR pipeline with premultiplied alpha, so transparent edges blend cleanly with no visible seams, using a single implementation per feature instead of separate versions for 8-bit, 16-bit, and 32-bit. That last part matters more than it sounds: today that split means real gaps in feature parity across bit depths, plus a lot of duplicated engineering and testing. One implementation fixes that. 

There's more we think this unlocks, and honestly, we're still finding out. 


Let's build this together 

We have heard you: you want better performance, smoother workflows, higher-quality output, and more modern compositing. This project is our answer to that, and I'd like this to be a two-way conversation. What would you want a new imaging engine to unlock for you? What's been holding your workflows back? Tell us in the comments, I read them. 

In the coming months, members of the team will be writing deeper technical posts on specific pieces of this work. I think you'll find it interesting. 

This won't be an easy climb. But we are all committed to rebuilding Photoshop from the inside out, and I'm genuinely excited for what's next.


David Howe
Director of Engineering, Photoshop

16 replies

Stefan_HQ
Inspiring
July 30, 2026

Hi again David, and it does indeed sound amazing. 

I again stress that please, please, pretty please with GPU sugar on top include us users deeply on this journey and do not wait to later stages. Personally I would loved to be onboard any user testing group.

My worry is such a fundamental project has so much dependencies and changes to go wrong, break stuff, miss out related areas and miss architecual opportunities. I get that you are on top of it, still the things that might come up is such user group that goes deeper than this forum would of course not need to go into v1.0 of PSSR (PhotShopSpeedRenderer) but assist in the future roadmap of it.

Things like making sure the new GPU stuff works with overlauys, guides, grid, gizmos. How is the API - how can people create their own shaders. What does it mean with smartobject? Will they stay now as a way to identify data to be linked externally - (and internally - say have a shader access external image files to be used in the shader processing) How will the timeline take advantage of this - finally suport transform wrap as animatable. Or even more insane and usefull. Allow filter parameters to be animated same as styles/layer effects can be animated now. And most of all how will the UI work now with “live” fullscreen editing. How to classify what is a filter, a tool and a style UI wise. Take the gradient as example. Its a tool, its a layer type, its a layer effect. It has UI on the top toolbar, in the properties panel, in the layer FX panel and it has interactive overlay Gizmos - currently due to legacy in an unholy overlapping kind of a mess. To me the distinction of tool, filters and layerFX and even layer types is the biggest thing - like if we look a bit into the future and speak GPU based NDE will they even be different really? (at least if we look under the hood - there might still be reasons to have them presented UI wise as different types. 

So yeah you get my worries. I have maybe 35-40 more years to live and I want to enjoy Photoshop as much as I can during them :P

Best,
Stefan

Stefan_HQ
Inspiring
July 30, 2026

Please remove this post. Its a duplicate. I got an error when sending it and rewrote and posted another. And then after that I saw that this still got posted even if I got a “could not post” error (might be worth checking up how this could happen :)

AIYI
Participant
July 29, 2026

wow ,cool😁

New Member
July 29, 2026

While I appreciate that Photoshop may need a rebuild, what Is extremely frustrating to me as a photographer with a business, is that I’ve now had to download the “New” photoshop only to lose all of my presets that I’ve used for years and now have to dig in my removable drives to find and re-install.  I can’t even see WHERE to re-install or that this new version even lets us do that, and nothing on the help page to address this.  I would like to uninstall the new version and reinstall the old… again, can’t find where to do that either.  Uggghh…. Not a happy camper! 

Sulaco
Inspiring
July 29, 2026

It is rather sad that it’s 2026 and we still have no consistent and fully working way of migrating ALL settings when updating the CC programs to newer versions! 

Smart+Content+Creator
Participant
July 28, 2026

Amazing 

Participating Frequently
July 28, 2026

I can’t find how you start a new question but found this and it seems like a good place to ask a relevant question. For years, literally about 3 or 4, maybe even more, every new version of Photoshop my droplets I have made (quite a few) stop working and I remake them as per the good people in the community who have sussed out how to do this. It’s NEVER been fixed in all this time, people STILL NOW ask and query what has gone wrong.

Now in Mac OS Tahoe I get a message every time I use a droplet to say they won't be supported in future OS’s as they rely on the old emulator/converter for Intel chips Rosetta which is finally being retired.

So, as the PS Engine is being rebuilt from the ground up will this actually FINALLY get fixed in this process. If not I think I will call it a day, I’m nearing retiring age and just can’t be bothered with it all anymore, having to re-import this and fix that. I’ll just stick with my brilliant iPhone for my photography and avoid all the hassle.

Imaginerie
Community Expert
Community Expert
July 27, 2026

Thanks for sharing this, I have been fortunate enough to experience the long road that came to this (Having been first introduced to Photoshop while at school photography, as a student in the early 90s. 

I’m really looking forward seeing how these non-destructive filters will look like, I can already sense it will make my life (as a photo retoucher) much easier indeed!

 

Participating Frequently
July 25, 2026

It sounds exciting and terrifying because I work with Photoshop on my oldish 2019 intel MacPro almost every day. I I need it to work well and I also need to understand what I’m doing without being lost. I use Photoshop’s new stuff - and I also use good old push pixel stuff because sometimes that’s the way to do it. Also I like pushing a pixel now and then. It’s soothing. Then I print. Please do not forget those of us who go on to wrestle with wide format printers, after wrestling with Apple and Adobe. 

Trevor.Dennis
Community Expert
Community Expert
July 25, 2026

@joslyn I’m rather hoping to see some system requirements in the coming months.  Both in terms of minimum, and comfortable.  I see they are calling it ‘Technical Requirements’ now.

Windows

Mac

A possible issue for people running older systems and OS versions is that the Development Team would make use of hardware developments.  Exactly as we are being told about greater use of the GPU.  I imagine it would become complicated to do that while remaining compatible with older systems and hardware, and that compromises would need to be made to keep everyone happy. 

We’ve seen various versions of the older GPU option.  At the very least that would mean the app taking more drive space, and accusations of ‘bloat-wear’ from the haters.

 

Participating Frequently
July 25, 2026

That choice would help many people. I’ll upgrade, probably to a Mac Studio. But would like not to have to do it for another year or so. I’ll seriously miss all the ports I have on this Mac. I’ll probably need some kind of powered dock to get the capability back that I have now - back to spaghetti cable systems? After spending so much time in previous years making sure my GPU suited Adobe, and being able to add RAM, it will seem strange to have a system where the whole thing is on one chip - take it or leave it.

Trevor.Dennis
Community Expert
Community Expert
July 24, 2026

David, that was incredibly interesting. Thank you so much for sharing.   I wasn’t quite on board with the first Windows version, which I think was 2.5. I started with 4.0 a few years later.

Milestones that I think of was the move to 64 bit with CS4 (I think).  People who started using Photoshop with later versions will probably think it inconceivable that it would run with slightly more than that 3Gb of memory.  I remember having to rework my memory usage to give Windows enough RAM to spool the printer file. 

Another thing I never hear Photoshop people talk about a whole lot is drive speed and Photoshop temp files.  80MB/s was a typical HDD speed at one time.  Nowadays NVMe drives are pushing 15,000MB/s continuous.  I feel like I should be hearing fanfares and seeing huge fireworks displays as I type that because of the massive difference.  I regularly see 20 to 30GB Photoshop temp files on my primary Scratch drive. Imagine paging that much data in and out at 80MB/s!

I stuck with 64GB of RAM with my current, several years old, i9-13900K system, because Photoshop never seemed to max out its allocated memory on my previous system which also had 64GB RAM.  I looked at a build recently that quoted NZ$10,000 to increase RAM from 128 to 256MB of DDR5, so it would be interesting to know how memory hungry Photoshop will be going forward.  It is not great at giving up memory having claimed it either, so people will be interested to hear if that will change.

We tell people who ask about system specs for Photoshop that clock speed is king. It will run faster on a CPU with less cores, but higher clock speed.  ​@rockymontezcarr  has told us that the new compositing engine will make more use of the GPU, but will Threadripper like CPUs become more relevant to a predominantly Photoshop workflow in the future?

Thanks again for the update.  It’s hard to put across just how exciting this all is!

 

David Howe
Adobe Employee
Adobe Employee
July 28, 2026

@Trevor.Dennis I remember some of those days. :) See my post above to ​@joslyn, which hopefully sheds some light on things. In short, the GPU is going to play a more more prominent role going forward. However, Photoshop will continue to use the CPU (i.e. we are not rewriting every tool and command in Photoshop) and load documents into memory. So, having a good amount of RAM, a robust CPU and plenty of scratch space will still be important.

Community Expert
July 24, 2026

Thanks David, really enjoyed this article. Congrats with this milestone, I’m looking forward to seeing and learning more about the NextGen Engine!