#geometrydash #extremedemon #demonlist Subscribe to see NaN's Apology! "NaN's Secret" by @gdnan GD NaNDL (Top levels by Precision): https://docs.google.com/spreadsheets/... There could be many inaccuracies and I think this video is around 90% accurate. Geometry Dash super frame perfect counter Inspired by @LeTim 's Frame Perfect Counter and @viwigd 's Frame Counter Welcome to my Frame Window Counter! Click Pattern by @gdnan was used to measure frame windows to discard unrealistic clicks. LOL EZ APRIL FOOLS == DIFFICULTY ESTIMATE == Minimum Timing Precision Rate Required to beat in 24 hours from 0 693.14 σ/s 747.24 σ/s (Nerve Inflated) Individual Frame Windows: 1: 55 2: 52 3: 76 4: 36 5: 46 7: 10 == PLEASE IGNORE EVERYTHING BELOW == Back on Track is the hardest level in game Frame Window Counter is a theoretical timing system designed to more accurately measure input difficulty in Geometry Dash. Instead of using traditional 60 Hz frame perfects, this system measures input timing windows from 1 to 10 frames at 240 Hz, the highest refresh rate Geometry Dash supports. Each value represents the true timing window of an input, including both click and release timings, as determined by the game’s internal logic. The counter outputs a visual numerical display: This allows viewers to see how often each timing window appears throughout gameplay. This system is intended to replace the concept of “frame perfects”, which are often misleading due to low-Hz rounding and lack of precision. At 240 Hz, timing windows can be measured far more granularly, revealing difficulty that would otherwise be hidden. While the counter only functions at 240 Hz, it provides a clearer and more accurate way to analyze and compare difficulty, especially for top players. Similar counters have been done before, but this implementation focuses on maximum accuracy and correct timing logic. Difficulty is estimated using precision rate σ/s (sigma per second) — a precision metric derived from frame-window data that represents the minimum input precision required to beat a level from 0 within 24 hours. Higher σ/s = more precision required Lower σ/s = more lenient timing The σ/s value models timing consistency using standard deviation, converting discrete frame windows into a continuous millisecond-based difficulty estimate. This allows difficulty to be analyzed and compared numerically rather than through traditional frame-perfect labels. This is a better way to measure difficulty.