The first game with DirectX 11, or more precisely Direct3D 11 support, we couldn’t not test BattleForge. An update added in September 2009 gave support for Microsoft’s new API.
Compute Shaders 5.0 are used by the developers to accellerate SSAO processing (ambient occlusion). Compared to standard implementation, via the Pixel Shaders, this technique allows more efficient use of the available processing power by saturating the texturing units less. BattleForge offers two SSAO levels: High and Very High. Only the second, called HDAO (High Definition AO), uses Compute Shaders 5.0.
We used the game’s bench and installed the latest available update (1.2 build 304941).
Penalised by its fillrate, the GeForce GTX 560 Ti is slightly behind the GeForce GTX 470 here. It is however up on the Radeon HD 6900s once antialiasing is activated.