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13

P: KBSC [ F ] for full screen returns to regular view when second screen is active

Community Beginner ,
Apr 19, 2023 Apr 19, 2023

Using LRC v12.3 on a Windows Machine.  Working in library module, with two monitors.  Primary Monitor set to loupe and second is in grid.  If I click F to go fullscreen, the primary monitor quickly goes to Fullscreen for a second then back to normal view.  If I turn off the grid view on the second monitor, it goes into fullscreen just fine and stays there till I click F again.  Prior to the latest release this was not the case, and the fullscreen worked fine.

Bug Fixed
TOPICS
Windows
8.9K
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correct answers 1 Pinned Reply

Adobe Employee , Apr 26, 2023 Apr 26, 2023

While we haven't been able to precisely replicate this we are opening a bug for investigation due to number of reports. 

Please watch this thread for updates. 

Status Investigating
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75 Comments
Participant ,
May 12, 2023 May 12, 2023

Hi:

 

Selecting the F to display an image Full Screen is misbehaving.  It flickers on for 1/2 a second and returns to the eg. Grid View.  Holding down the F key doesn't hold the image on the screen, either.  This has been happening for several weeks.

 

Closing and relaunching LR remedies the issue... occasionally.

 

Miguel

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Participant ,
May 12, 2023 May 12, 2023

I too work with two monitors and just discovered that if within LR, I deactivate the second monitor, selecting F does generate the Full-Screen image on the primary screen.

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Community Beginner ,
May 14, 2023 May 14, 2023

I am encountering the same issue. Disabling the GPU has no effect.

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Community Beginner ,
May 16, 2023 May 16, 2023

I too am having same issue since LR Classic was updated recently to 12.3. Like others, it works fine if not in dual screen mode but with second screen selected it flashes briefly and retuns to normal view.

Lightroom Classic version: 12.3 [ 202304101834-a085245c ]
License: Creative Cloud
Language setting: en
Operating system: Windows 10 - Business Edition
Version: 10.0.22621
Application architecture: x64
System architecture: x64
Logical processor count: 24
Processor speed: 3.1GHz
SqLite Version: 3.36.0
CPU Utilisation: 0.0%
Built-in memory: 32509.2 MB
Dedicated GPU memory used by Lightroom: 14.4MB / 12129.0MB (0%)
Real memory available to Lightroom: 32509.2 MB
Real memory used by Lightroom: 6749.0 MB (20.7%)
Virtual memory used by Lightroom: 7179.0 MB
GDI objects count: 859
USER objects count: 3026
Process handles count: 151385
Memory cache size: 8423.2MB
Internal Camera Raw version: 15.3 [ 1451 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 2550MB / 16254MB (15%)
Camera Raw real memory: 2555MB / 32509MB (7%)
System DPI setting: 120 DPI (high DPI mode)
Desktop composition enabled: Yes
Standard Preview Size: 1440 pixels
Displays: 1) 2560x1440, 2) 2560x1440
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No
 
Graphics Processor Info: 
DirectX: NVIDIA GeForce RTX 3060 (31.0.15.3141)
Init State: GPU for Display supported by default
User Preference: Off
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New Here ,
May 18, 2023 May 18, 2023

afteer the last update the funcionality of the F key didn't work if you are using two monitors, but it still works with one. That is very dissapointing cause you lost a lot of time not having the gird with all the tumbhails in one screen and the full image in the other. is there other people with the same problem.

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Community Beginner ,
May 22, 2023 May 22, 2023

I am having the identical issue.  System Info follow:

Lightroom Classic version: 12.3 [ 202304101834-a085245c ]

License: Creative Cloud

Language setting: en

Operating system: Windows 10 - Home Premium Edition

Version: 10.0.19045

Application architecture: x64

System architecture: x64

Logical processor count: 8

Processor speed: 3.5GHz

SqLite Version: 3.36.0

CPU Utilisation: 3.0%

Built-in memory: 16289.8 MB

Dedicated GPU memory used by Lightroom: 21.1MB / 2007.1MB (1%)

Real memory available to Lightroom: 16289.8 MB

Real memory used by Lightroom: 3667.3 MB (22.5%)

Virtual memory used by Lightroom: 5283.9 MB

GDI objects count: 1181

USER objects count: 3706

Process handles count: 5214

Memory cache size: 1058.1MB

Internal Camera Raw version: 15.3 [ 1451 ]

Maximum thread count used by Camera Raw: 5

Camera Raw SIMD optimization: SSE2,AVX,AVX2

Camera Raw virtual memory: 714MB / 8144MB (8%)

Camera Raw real memory: 713MB / 16289MB (4%)

System DPI setting: 120 DPI (high DPI mode)

Desktop composition enabled: Yes

Standard Preview Size: 2560 pixels

Displays: 1) 2560x1440, 2) 1600x900

Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No

 

 

Graphics Processor Info:

DirectX: NVIDIA GeForce GT 720 (30.0.14.7404)

Init State: GPU for Display supported by default

User Preference: GPU for Display Enabled

 

 

Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic

Library Path: G:\Lightroom Catalog\Lightroom Catalog-2-2-2-v12.lrcat

Settings Folder: C:\Users\User\AppData\Roaming\Adobe\Lightroom

 

 

Installed Plugins:

1) AdobeStock

2) Athentech Perfect Exposure

3) Aurora HDR 2018

4) DxO PhotoLab 5

5) DxO PhotoLab 5 Importer

6) Flickr

7) HDR Efex Pro 2

8)Helicon Focus Export

9) Luminar 4

10) Nikon Tether Plugin

11) ON1 Effects 10

12) ON1 Enhance 10

13) ON1 Photo 10

14) ON1 Portrait 10

15) ON1 Resize 10

16) Perfectly Clear Complete

17) Perfectly Clear Complete v3

18) Photolemur 3

19) Plugin Parameters

20) Topaz Photo AI

 

 

Config.lua flags: None

 

 

Adapter #1: Vendor : 10de

     Device : 1288

     Subsystem : 27243842

     Revision : a1

     Video Memory : 2007

Adapter #2: Vendor : 1414

     Device : 8c

     Subsystem : 0

     Revision : 0

     Video Memory : 0

AudioDeviceIOBlockSize: 1024

AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - BenQ LCD (NVIDIA High Definition Audio)#{comment}DVAAU-4201250: Open the audio hardware preferences page.

AudioDeviceNumberOfChannels: 2

AudioDeviceSampleRate: 48000

Build: LR5x19

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: 2048

GL_MAX_TEXTURE_SIZE: 16384

GL_MAX_TEXTURE_UNITS: 4

GL_MAX_VIEWPORT_DIMS: 16384,16384

GL_RED_BITS: 8

GL_RENDERER: NVIDIA GeForce GT 720/PCIe/SSE2

GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA

GL_STENCIL_BITS: 8

GL_VENDOR: NVIDIA Corporation

GL_VERSION: 4.6.0 NVIDIA 474.04

GPUDeviceEnabled: false

OGLEnabled: true

GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture 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_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_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness 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_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_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_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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs 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_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_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_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render 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_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 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_shader5 GL_NV_half_float GL_NV_light_max_exponent 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_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc 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_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_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_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

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New Here ,
May 29, 2023 May 29, 2023

Having the same issue. After update to Lightroom Classic 12.3 - Dual monitors, press "F" key, 2nd monitor disappearsimage on 1st monitor goes to full screen for a second, and then reverts. 2nd screen beomes active again. If I use only 1 screen, the issue doesn't appear. The issue didn't occur with the previous version of Lightroom.

Have tried:

  • reinstalling Lightroom 
  • updating all drivers from Dell site
  • updating Windows
  • disabling GPU
  • deleting preferences
  • Updating to latest Nvidia driver
  • Changing the way the monitors are connected to the computer, either directly or through a dock

None of these changes made any difference.

 

System Info:

Lightroom Classic version: 12.3 [ 202304101834-a085245c ]
License: Creative Cloud
Language setting: en
Operating system: Windows 11 - Business Edition
Version: 10.0.22621
Application architecture: x64
System architecture: x64
Logical processor count: 12
Processor speed: 2.5GHz
SqLite Version: 3.36.0
CPU Utilisation: 0.0%
Built-in memory: 16177.4 MB
Dedicated GPU memory used by Lightroom: 50.3MB / 5968.0MB (0%)
Real memory available to Lightroom: 16177.4 MB
Real memory used by Lightroom: 1400.9 MB (8.6%)
Virtual memory used by Lightroom: 1813.6 MB
GDI objects count: 775
USER objects count: 2236
Process handles count: 3017
Memory cache size: 145.5MB
Internal Camera Raw version: 15.3 [ 1451 ]
Maximum thread count used by Camera Raw: 5
Camera Raw SIMD optimization: SSE2,AVX,AVX2
Camera Raw virtual memory: 491MB / 8088MB (6%)
Camera Raw real memory: 492MB / 16177MB (3%)
System DPI setting: 96 DPI
Desktop composition enabled: Yes
Standard Preview Size: 1920 pixels
Displays: 1) 1080x1920, 2) 1920x1080
Input types: Multitouch: No, Integrated touch: No, Integrated pen: No, External touch: No, External pen: No, Keyboard: No
 
Graphics Processor Info: 
DirectX: NVIDIA GeForce RTX 2060 (31.0.15.2879)
Init State: GPU for Image Processing supported by default
User Preference: GPU for Export enabled
 
Application folder: C:\Program Files\Adobe\Adobe Lightroom Classic
Library Path: P:\LightroomCatalog\Lightroom Catalog-2-2-v12.lrcat
Settings Folder: C:\Users\Joe\AppData\Roaming\Adobe\Lightroom
 
Installed Plugins: 
1) AdobeStock
2) Flickr
3) Nikon Tether Plugin
 
Config.lua flags: None
 
Adapter #1: Vendor : 10de
Device : 1f11
Subsystem : 8a21028
Revision : a1
Video Memory : 5968
Adapter #2: Vendor : 8086
Device : 3e9b
Subsystem : 8a21028
Revision : 0
Video Memory : 80
Adapter #3: Vendor : 1414
Device : 8c
Subsystem : 0
Revision : 0
Video Memory : 0
AudioDeviceIOBlockSize: 1024
AudioDeviceName: $$$/dvaaudiodevice/SystemDefaultAndEffectiveDeviceName=System Default - Speakers/Headphones (Realtek(R) Audio)#{comment}DVAAU-4201250: Open the audio hardware preferences page.
AudioDeviceNumberOfChannels: 2
AudioDeviceSampleRate: 48000
Build: LR5x19
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 2060/PCIe/SSE2
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA
GL_STENCIL_BITS: 8
GL_VENDOR: NVIDIA Corporation
GL_VERSION: 4.6.0 NVIDIA 528.79
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 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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_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_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_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 

 

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Community Beginner ,
Jun 02, 2023 Jun 02, 2023

I have been experiencing exactly the same. It used to work fine. I have found thannks to the help of others here that toggling off second screen does allow F key to work as ecxpected.

Lightroom Classic 12.3

Windows 11 Pro
GTX1070
AMD 5600X
32 gb ram

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Explorer ,
Jun 02, 2023 Jun 02, 2023
For me I have one screen and I want the second display in LR open on this
screen so this doesn't help me. The F key works fine for me always it is
the second display closes almost every time I do something. My issue was
moved to this F key thing by someone which it is not my issue so why they
did this is annoying because my issue is not being talked about.
*Bentley Bloodworth*
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New Here ,
Jun 04, 2023 Jun 04, 2023

And exactly the same here: since 12.3 full screen preview stopped working if 2nd monitor active, both by F key and via menu. Same as well, of course, on friend's system - both Win10 Pro, fully updated and ditto hardware drivers. Fascinating that Adobe cannot replicate this, happy it came to an investigation still. Hoping for repair in next update.

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Community Beginner ,
Jun 12, 2023 Jun 12, 2023

It working now with 12.4 update 

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Adobe Employee ,
Jun 13, 2023 Jun 13, 2023

Greetings all,

 

Updates for Adobe Photography products have been released.  The June 2023 updates contain a fix for this issue. 

If you do not see the update in your Creative Cloud Application, you can refresh it by hitting [Ctrl/Cmd]+[Alt/Opt]+[ R ].

Note: It may take up to 24 hours for your update to be available in your Creative Cloud app.

 

Thank you for your patience.

Rikk Flohr: Adobe Photography Org
Status Fixed
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New Here ,
Jun 13, 2023 Jun 13, 2023

Can confirm, many thanks for the quick fix.

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Community Beginner ,
Jun 13, 2023 Jun 13, 2023

Fixed for me too - thanks!!

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Explorer ,
Jun 13, 2023 Jun 13, 2023

Yes can confirm 12.4 fixes the issues. Now all we need is a dark theme that follows either the OS system theme or allows the same level of window colouring for dark use like Photoshop does.

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Explorer ,
Jun 14, 2023 Jun 14, 2023

Hello, I can confirm that this issue has a correction... but it is not a fully satisfying one. 
I am now sure that the bug was related to a poor "event stack management", and it is not completely fixed.
Explanation:
- config = 2 screens. Main one with Grid view. I select some photos; one is mainly selected. Secend screen in "N view" (Ensemble in French). My grid is a folder wich is filtered by labels (yellow in my case).
My goal is to choose wich photos I promote to green (key 8) or remove the yellow label (key 7).
So the actions:
on my main screen I want to display the main selected pic in full screen (key F). On the second screen I want to go to the selected pics, one by one so they are displayed full screen on the main screen.
Problem: after several clicks, the full view on the main screen doesn't follow (is not updated by) the selected pic  on the second  screen. More than that, if I select another one, it will display the former one that has been selected, not the current one.
This is really messy ! I CANNOT TRUST what I see, as I am acting on the wrong photo in that case.
So I am convinced that the problem is related to the management of the "Windows Event stack" where every mouse click,or key press is sent before beeing managed by the appropriate functions. Normally, when an event is fully served, it has to be erased from the stack. I supposed that there is a misfit and either some events are erased too soon or not erased when needed.
Best regards,

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Explorer ,
Jun 14, 2023 Jun 14, 2023

Addition to my last post:
while the full screen view is not automatically updated by moving the focus to another pic, if I close the full view then resume it (so, pressing F key twice), the full view resumes to the correct pic.

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Community Beginner ,
Jun 26, 2023 Jun 26, 2023

"Problem: after several clicks, the full view on the main screen doesn't follow (is not updated by) the selected pic on the second screen. More than that, if I select another one, it will display the former one that has been selected, not the current one."

I have the same issue.

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New Here ,
Jun 30, 2023 Jun 30, 2023

Same problem here - second screen clicks/selections are not in sync with main display. Also not immediately reflecting modifications to develop settings.

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New Here ,
Jun 30, 2023 Jun 30, 2023

On my system, what happens now can be described as "full screen view on main monitor lags behind one image selection on second screen".

Hence, no change on the first selection of another image in the Grid View on the 2nd screen.

After that it does update with every new selection, showing the previously selected image.

 

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Community Beginner ,
Jun 30, 2023 Jun 30, 2023

I'm seeing something similar.  If I have grid view displayed on secondary screen and full view on primary screen, clicking on images causes a lag as others have described.  However, if I advance on the grid view using arrow keys, full screen is coordinated; it's only mouse clicks that are out of sync.

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New Here ,
Jun 30, 2023 Jun 30, 2023

Ah yes, should have checked that. Did so now and indeed, full screen on main monitor stays in sync with grid on 2nd when using arrow keys to select next or previous image, including when that means next or previous row. When changing rows vertically with arrow keys, the full screen will lag one step behind again, like when using mouse clicks.

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New Here ,
Jul 03, 2023 Jul 03, 2023

Fixed in 12.4 update

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Explorer ,
Jul 04, 2023 Jul 04, 2023

for @Ilya30865534yqrt : only the main title on this topic is fixed and more bugs about "full screen" have been reported about the supposed fix.
So the subject is far to be closed. Sorry

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Explorer ,
Jul 25, 2023 Jul 25, 2023
LATEST

Hello Adobe, 
Any news about a fix to the fix of 12.4?
There are still bugs on the Full Screen feature after the 12.4 fix.
The full screen view is randomly loosing the synchronisation with the other views, and doesn't display the currently selected image.
Last time I reported that was April 30th (nearly 3 months and nothing happened).
Maybe it's time to give a look or to open a new thread for that topic.
Remainder of the situation:
- main screen : grid view. I select several photos (5 to 50)
- secondary screen: shift-N (Library Survey view). Displays the selected photos.
Activate full screen so I can see in full view one of the selected photos (that one is choosen either with keyboard arrows or by clicking on the secondary screen). 
After a random time "clicking on the photos", the full view is stuck on one photo, then displays the previous one that I chose, not the current one. So if I don't notice that LRc is messed and I change a label, I am affecting a wrong photo, not the one I think I am tagetting. That's terribly messing. 
I can't ant longer trust my tool;  I can't concentrate on photo editing as I must check what is dooing LRc in my back. It's really painful. 
And after 3 months, no news! 
Could someone update that status? Please !
Patrick




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