Battleforge: The First DX11 Game

As we mentioned in our 5870 review, Electronic Arts pushed out the DX11 update for Battleforge the day before the 5870 launched. As we had already left for Intel’s Fall IDF we were unable to take a look at it at the time, so now we finally have the chance.

Being the first DX11 title, Battleforge makes very limited use of DX11’s features given that the hardware and the software are still brand-new. The only thing Battleforge uses DX11 for is for Compute Shader 5.0, which replaces the use of pixel shaders for calculating ambient occlusion. Notably, this is not a use that improves the image quality of the game; pixel shaders already do this effect in Battleforge and other games. EA is using the compute shader as a faster way to calculate the ambient occlusion as compared to using a pixel shader.

The use of various DX11 features to improve performance is something we’re going to see in more games than just Battleforge as additional titles pick up DX11, so this isn’t in any way an unusual use of DX11. Effectively anything can be done with existing pixel, vertex, and geometry shaders (we’ll skip the discussion of Turing completeness), just not at an appropriate speed. The fixed-function tessellater is faster than the geometry shader for tessellating objects, and in certain situations like ambient occlusion the compute shader is going to be faster than the pixel shader.

We ran Battleforge both with DX10/10.1 (pixel shader SSAO) and DX11 (compute shader SSAO) and with and without SSAO to look at the performance difference.

Update: We've finally identified the issue with our results. We've re-run the 5850, and now things make much more sense.

As Battleforge only uses the compute shader for SSAO, there is no difference in performance between DX11 and DX10.1 when we leave SSAO off. So the real magic here is when we enable SSAO, in this case we crank it up to Very High, which clobbers all the cards as a pixel shader.

The difference from in using a compute shader is that the performance hit of SSAO is significantly reduced. As a DX10.1 pixel shader it lobs off 35% of the performance of our 5850. But calculated using a compute shader, and that hit becomes 25%. Or to put it another way, switching from a DX10.1 pixel shader to a DX11 compute shader improved performance by 23% when using SSAO. This is what the DX11 compute shader will initially be making possible: allowing developers to go ahead and use effects that would be too slow on earlier hardware.

Our only big question at this point is whether a DX11 compute shader is really necessary here, or if a DX10/10.1 compute shader could do the job. We know there are some significant additional features available in the DX11 compute shader, but it's not at all clear on when they're necessary. In this case Battleforge is an AMD-sponsored showcase title, so take an appropriate quantity of salt when it comes to this matter - other titles may not produce similar results

At any rate, even with the lighter performance penalty from using the compute shader, 25% for SSAO is nothing to sneeze at. AMD’s press shot is one of the best case scenarios for the use of SSAO in Battleforge, and in the game it’s very hard to notice. For the 25% drop in performance, it’s hard to justify the slightly improved visuals.

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  • bigboxes - Wednesday, September 30, 2009 - link

    Well, you meant YOUR HTPC case. Not all HTPCs are limited to half-cards. Although, I thik that these fan blower cooling solutions are horrible for HTPC applications with their horrible whine. It may be awhile until aftermarket solutions are out for this new line.
  • NA1NSXR - Wednesday, September 30, 2009 - link

    ...thats what he said.
  • gigahertz20 - Wednesday, September 30, 2009 - link

    I'm surprised it performs so closely with the 5870 yet cooler running and doesn't demand so much from your power supply. I think this is my next card come Christmas time, unless Nvidia releases some details about their next generation GPU's along with expected prices before then.

    I've read rumors that we will not see any Nvidia cards for sale until next year...ouch, but I'm betting they release before Christmas. Missing the holiday buying season would be a real stupid move for Nvidia.
  • melgross - Wednesday, September 30, 2009 - link

    It isn't a matter of stupid. It's a matter of what they can do. If they can do it, we know they will, but if they can't, well, that's a problem.
  • blanarahul - Wednesday, December 21, 2011 - link

    These younger brothers of the fastest parts are always great.
    GTX 570, 470, 260, 8800 GTS all were superb value cards with high performance!

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