BLOODBATH // Frame Window Counter // Geometry Dash
Bloodbath with Frame Perfect Counter / Frame Windows in Geometry Dash "Bloodbath" hosted by @Riottt verified by @MrBeast Subscribe to see Sakupen Hell! Unfortunately, this is my most inaccurate counter due to the amount of ship parts. GD NaNDL (Top levels by Precision): https://nandl.pages.dev/ Discord: / discord There could be many inaccuracies and I think this video is around 75% accurate. Geometry Dash Super Frame Perfect Counter Inspired by @LeTims Frame Perfect Counter and @viwigd Frame Counter Welcome to my Frame Window Counter! Click Pattern by Nobody was to measure frame windows to discard unrealistic clicks. == PRECISION CALCULATIONS == Minimum Timing Precision Rate Required to beat in 24 hours from 0 84.40 σ/s 92.70 σ/s (Nerve Inflated) Excluding 11+: 75.59 σ/s 83.10 σ/s (Nerve Inflated) Individual Frame Windows: 1: 0 2: 0 3: 0 4: 0 5: 1 6: 2 7: 5 8: 12 9: 12 10: 8 11: 12 12: 13 13: 26 14: 10 15: 18 16: 21 17: 16 18: 13 19: 10 20: 5 #geometrydash #extremedemon #demonlist == PLEASE IGNORE EVERYTHING BELOW == Bloodbath is a legendary 1.9 Extreme Demon mega-collaboration in Geometry Dash hosted, published, and verified by Riot on August 12, 2015. Built as the official sequel to Cataclysm, Bloodbath became one of the most important levels in Geometry Dash history and helped define the modern Extreme Demon scene. Level Information Name: Bloodbath Host/Publisher: Riot Creators: Riot, Michigun, Etzer, weoweoteo, Vermillion, Evasium, Crack, AsonicMen, Havok, Giron, Ggb0y, and more Verifier: Riot Difficulty: Extreme Demon Length: 1m 52s Level ID: 10565740 Song: At the Speed of Light by Dimrain47 Song ID: 467339 Objects: 24,746 Former Placement: #1 on the Demonlist Style: Hell-themed, old-school, ship-heavy Extreme Demon gameplay Bloodbath is known for its dark red hell aesthetic, brutal difficulty, and iconic creator lineup. Each creator part brings a different style while still fitting the overall theme, making the level feel like a true mega-collaboration rather than a simple sequel. The gameplay is extremely demanding, especially for its time. Bloodbath features tight ship sections, difficult wave gameplay, precise cube timings, awkward transitions, and heavy consistency requirements. The level’s first ship, Michigun’s triple-spike section, Crack’s part, and Giron’s ending are some of its most recognizable and feared moments. Riot’s verification was one of the biggest milestones in Geometry Dash history. When Bloodbath was released, it was considered the hardest verified level in the game and was placed at #1 on the Demonlist. It remained one of the most dominant Top 1 demons for over a year before later being surpassed by levels like Sakupen Hell. Bloodbath also became a major test of skill for top players during the 1.9 and early 2.0 era. For years, beating Bloodbath was seen as one of the highest achievements in Geometry Dash, and even today it remains a respected milestone despite being much lower in difficulty compared to modern top demons. If you enjoyed the video, consider liking and subscribing for more Geometry Dash content. == 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.

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