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 built-in benchmark and installed the 1.2 build 304941 update.
The GeForces suffer here from their limited fillrate, which allows the Radeon HD 6790 to equal the performance of the GeForce GTX 460 1 GB. With antialising activated however, the GeForces come back into things as they’re limited at another level, which allows them to position themselves better opposite the Radeons.