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Acerola

@acerola.gg
7.1K followers 231 following 205 posts

Graphics Programming Youtuber Formerly Intel, Sony Studio Bend www.youtube.com/@Acerola_t alt: @acewola.bsky.social

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Acerola @acerola.gg · 02/10/2026
dlss if it was good
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Acerola @acerola.gg · 02/10/2026
I've been working on a little paint program lately and writing a script on DLSS5 since no one else is doing it. what have you been working on
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Acerola @acerola.gg · 24/09/2026
New video is out now! How to blur images at 20,000 FPS (or 50 microseconds) youtu.be/YJVYX8tllj4
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Acerola @acerola.gg · 02/09/2026
Without the noise overlay looks cool too
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Acerola @acerola.gg · 02/09/2026
Frame captured Deadlock to check it out a bit and these bats in Mina's portrait are actual 3D models lol, Deadlock really has a nice sleeper toon shader
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Acerola @acerola.gg · 31/08/2026
haha thanks i never thought i'd see someone reference this talk lol
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Acerola @acerola.gg · 17/08/2026
i guess i mean specifically the first trilogy, tgaa ost goes crazy but it's not a very fair comparison
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Acerola @acerola.gg · 17/08/2026
yeah that version is great, I like this arrangement I'm playing (sheet music boss) cause I love strides and playing across the whole piano register
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Acerola @acerola.gg · 17/08/2026
no it's not cause of the game engine it's because it's the best song from ace attorney
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Acerola @acerola.gg · 17/08/2026
Been working through Godot's theme from AA3 the past couple months it's really hard and painful
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Acerola @acerola.gg · 14/08/2026
it's okay if the game who secretly wishes to be a movie is good but making a good movie is hard already
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Acerola @acerola.gg · 14/08/2026
please watch my talk thank you
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Acerola @acerola.gg · 09/08/2026
I'm going to play fields of mistria now tho and start writing the video script thanks for looking at my silly photos I've been trying to create my own references now that I have a nice snazzy camera and also you never know what images online were ai generated now
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Acerola @acerola.gg · 09/08/2026
Hopefully this can give you a better appreciation for depth of field shaders that have existed over the past 15 years as they do a pretty good job approximating that circle blur for far less investment through a lot of different methods which I'll implement another time
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Acerola @acerola.gg · 09/08/2026
While the optimizations have been cool so far they only apply to separable filters it's great the 41x41 gaussian can be reduced from 4ms to 0.04ms on a 4090 but as you can see the 41x41 circle blur just mega mogs it aesthetically, which sadly stays 4ms as it's not separable.
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Acerola @acerola.gg · 07/08/2026
yes these all perform quite similarly to the real full resolution gaussian
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Acerola @acerola.gg · 07/08/2026
not really maybe if you only did down/up once but this is 6 passes of smoothing. Only at 20x the default sample distance does artifacting become visible in max contrast
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Acerola @acerola.gg · 07/08/2026
There's infinite variations of the dual kawase blur, the idea behind it has existed since around 2007 I implemented the arm version, but I found that downscaling to 1/16 was too much so I stop at 1/8 with a 1.5x increase in sample distance to make it identical to the other blurs
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Acerola @acerola.gg · 07/08/2026
The dual kawase blur is the industry standard algorithm that works the same as the kawase while also downscaling the render and upscaling back to full resolution each pass (O(n) -> O(logn)) On 4090: 0.04ms On 1660: 0.42ms (at 1080p) a 50% increase over the original kawase blur!
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Acerola @acerola.gg · 05/08/2026
well in this case you have 3 aesthetically equivalent blurs, one of which is significantly faster than the others, so the heuristic is obvious. In other cases, like if you wanted to depth of field or something, these blurs would be objectively bad as they do not look like a bokeh blur.
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Acerola @acerola.gg · 05/08/2026
maybe at like, 1500x1500 an fft would be faster.
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Acerola @acerola.gg · 05/08/2026
well that's cause bokeh functions entirely differently from these blurs. bokeh is not gaussian, a single pass box blur gives square bokeh
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Acerola @acerola.gg · 05/08/2026
These are all nondestructive optimizations so far as no downscaling/upscaling is involved, so I'm excited to see if the dual kawase shows a measurable improvement on the 4090 considering 0.1ms is already pretty fast but it'll definitely give a big boost to the 1660
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Acerola @acerola.gg · 05/08/2026
After separation these 2D blurs become much faster obviously but the kawase blur reigns supreme with a 50% speedup over its effective gaussian equivalent even after separation On my 1660 though it's Gaussian: 2.0ms Double Box: 1.7ms Kawase: 1.04ms
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Acerola @acerola.gg · 05/08/2026
As we all know, successive box blurs approximate a gaussian Below is a 41x41 gaussian with std deviation 7.0, the double box is a 17x17 kernel, and the kawase is a traditional 5 pass Gaussian: 0.19ms Double Box: 0.14ms Kawase: 0.1ms (at 1080p on a 4090)
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Acerola @acerola.gg · 03/08/2026
the kawase blur is a classic for sure
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Acerola @acerola.gg · 03/08/2026
even my 4090 kneels to a basic naive 2D box blur, a 40x40 blur kernel costs 4.3ms at 1080p yikes
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Acerola @acerola.gg · 02/08/2026
a nitpick I had with compositor effects was the parameter list bloat tacked on to each one causing a lot of clutter you can actually just remove them by overriding _validate_property and disabling the flag that serializes them though
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Acerola @acerola.gg · 30/07/2026
that is just perspective warping
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Acerola @acerola.gg · 30/07/2026
working on something new yippee
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Acerola @acerola.gg · 30/07/2026
certainly not lost technology, it's actually the most basic technology when it comes to water shaders
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Acerola @acerola.gg · 30/07/2026
not to sound pretentious but beyond the wave mesh itself this is basically just gpu gems chapter 1 which I covered 3 years ago in my video turning sine waves into water
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Acerola @acerola.gg · 24/07/2026
🤫
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Acerola @acerola.gg · 22/07/2026
Thanks so much for the kind words!
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Acerola @acerola.gg · 21/07/2026
Omg that's me, thank you so much I'll do my best to swing by there!
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Acerola @acerola.gg · 14/07/2026
thanks for letting me know, probably never fixing those though rest in peace acerolafx preset comparisons.............
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Acerola @acerola.gg · 12/07/2026
Haha yeah I probably should've read more about the team background i wrote entirely just off games released.
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Acerola @acerola.gg · 12/07/2026
I agree, but the target audience of the sponsor is not you, rather it is people who wish to expand the localities their web app supports, something google translate already implicitly does for all web devs. I do not think anyone will be using it for their video games.
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Acerola @acerola.gg · 12/07/2026
It's machine translation technology that has existed for many years, if you think google translate is evil that's fine but the sponsor is fully within my principles.
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Acerola @acerola.gg · 12/07/2026
i'm pretty happy it coincidentally finished on a weekend for sure
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Acerola @acerola.gg · 12/07/2026
New video is out now! Please enjoy The Entire History Of TETRIS Game Design www.youtube.com/@Acerola_t
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Acerola @acerola.gg · 09/07/2026
new video soon please look forward to it
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Acerola @acerola.gg · 18/06/2026
GodotCon Boston is coming up soon next month! Once again I'll be there doing a talk, if you're in the New England area you should definitely come to the event! They were kind enough to give me a discount code for those interested so be sure to use this link: tickets.godotengine.org/scene-tree/g...
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Acerola @acerola.gg · 09/06/2026
the next video's voice over is 50% edited, taking a little bit longer than anticipated
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Acerola @acerola.gg · 23/04/2026
bad news i am covering guideline rules and variations only
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Acerola @acerola.gg · 23/04/2026
please look forward to The Complete History of Tetris Game Design releasing as soon as I finish editing all of it
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Acerola @acerola.gg · 13/04/2026
i'm in hell
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Acerola @acerola.gg · 11/04/2026
i wish everyone knew just how many extraction shooters were in active development when i was in the industry lol idk how many have been canceled but there's certainly many more to come
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Acerola @acerola.gg · 07/04/2026
finished a (mostly) faithful replica of The New Tetris (1999) This was the first game to feature the sonic drop (drop without locking), the ability to hold on to a piece, and the bag randomizer instead of purely random incoming shapes
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Acerola @acerola.gg · 06/04/2026
If you're interested in some cool shader work definitely reach out to Dan!
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