Update 11 is live!

Update 11 is live!

This update is primarily an optimization update. Nearly all models have had their poly count reduced dramatically and the landscape itself is optimized. The foliage has also been thinned out slightly to increase performance.

The result on test computers is a 30% reduction in RAM usage and 30% reduction in load times. Results may vary on other computers but this should allow a much larger player base to test Windstone as previously a relatively high end computer was necessary.

RAM usage should not exceed 8gb. It is still fairly high but much better than before and I will continue to work towards reducing this. The primary reason is that the entire world of Windstone is seamless. There are ways to keep the illusion of seamlessness while actually having sections of the island only load in when you are close enough to that area in a similar way that Ark: Survival Evolved works. As this version is being tested my primary focus will be integrating a similar “seamless” landscape loading system into Windstone.

One major bug was also fixed where if you loaded a game without ever saving (essentially loading the very first auto save which happens when you first load into a new game after the intro text) all loot baskets would be empty.


Originally posted @ itch.io. Download it here.

Update 11 Delay

Update 11 will be delayed due to unforeseen compiler errors. The newly optimized build of Windstone runs great on my end, but when I package it for distribution there are errors that cause the build to fail. I believe these errors are due to broken redirectors which are trying to find and load objects that have been deleted from the project. Once these errors are fixed I will upload the new build. It should not take more than a day or two.


Originally posted @ itch.io

Massive Optimizations in Progress

After the first couple weeks of open alpha testing it has become apparent that Windstone is very resource intensive and needs to be optimized greatly. Windstone loads fast and runs great on most high end PCs but some testers must lower their settings drastically or can’t even load the game. This is mostly due to the world of Windstone being enormous and completely seamless.

In an effort to drastically reduce the minimum requirements of Windstone many assets and the landscape are going through a complete overhaul. The overall poly count is being reduced by many hundreds of millions and the landscape itself is going to be slightly decreased in size. This is almost complete and the update should be live for testing in a few days.

These optimizations have been done in a way that is almost entirely visually unnoticeable. Much care has been taken to reduce the poly count of assets without changing their appearance. If all goes well, Windstone should appear almost exactly the same visually but load faster and run at a higher frame rate.

After the next update goes live, subsequent testing will determine whether development can continue as planned or require even more drastic optimizations. The development vision for Windstone is to keep the world as large as possible and seamless which pushes the limits of the UE4 engine in many ways.


Originally posted @ https://threshold-seven.itch.io/windstone/devlog/32638/massive-optimizations-in-progress

Some clips from the development process

You can find several clips of the development process on the Youtube channel “ThresholdSeven Gaming”, some videos are highlighted below:


Battle Soundtrack: https://www.youtube.com/watch?v=XhqLaroMGVU

Original Orchestral Video Game Music for “The Last Makaran” – “The Lone Hunter”: https://www.youtube.com/watch?v=AXvrjdmip9w


Development update #3 The Last Makaran: https://www.youtube.com/watch?v=01wjcmDb010


The Last Makaran Playtest and Development Update #2: https://www.youtube.com/watch?v=Ki26CgP4LjY


The Last Makaran Playtest and Development Update #1: https://www.youtube.com/watch?v=6pRIchTVyIo&t=231s