

AETERNUS [IMPOSSIBLE] // CBF Window Counter & Hitborders (Accurate Gaps) // Geometry Dash
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AETERNUS [IMPOSSIBLE] // CBF Window Counter & Hitborders (Accurate Gaps) // Geometry Dash Analytics Table
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About AETERNUS [IMPOSSIBLE] // CBF Window Counter & Hitborders (Accurate Gaps) // Geometry Dash
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Aeternus with Frame Perfect Counter / Frame Windows in Geometry Dash "Aeternus" hosted by @Riottt Subscribe to see Eternal Silence! 15% A delayed double click is when you hold one key then press another key while still holding. Not recommended for this part because you still have to do a [1.4] in the ship. 44% Triple click is done by pressing 3 inputs (Up, W, Space) and this can cancel out the y-velocity. This makes the swoop click a [3] and the corridor (triple) also a [3], up from [2] and [1] 69% This ship orb click is very buggy and has a lot of disconnected windows, it has the doggie grief 49% syndrome where high velocity can activate the orb/portal in different y levels even when the hitborders are horizontal, this is due to the game checking collisions too slow to activate the portal, so it randomly activates early or late, both of these scenarios can make the player die, yeah so you have to be lucky GD NaNDL (Top levels by Precision): https://nandl.pages.dev/ Discord: https://discord.gg/xSxuvrAs3q If you are the verifier or creator of the level in this video, please join the discord and dm me so I can add you to the video with the YouTube collaboration feature. There could be many inaccuracies and I think this video is around 90% accurate. (Honestly I don't think there will ever be a 100% accurate windows for this level) Adapted from @LeTim Frame Perfect Counter and @viwigd Frame Counter ​Click Pattern by @dewbbsGD @wshock0 @FlinGuSPluNkuS @bacon8880 was to measure frame windows to discard unrealistic clicks. == PRECISION CALCULATIONS == Precision required to complete the level from 0% with an expected completion time of 24 hours. 348.30 σ/s 369.69 σ/s (Nerve Inflated) CBF Windows: 0-1: 1 1-2: 9 2-3: 59 3-4: 96 4-5: 52 5-6: 31 6-7: 15 7-8: 14 8-9: 17 9-10: 16 10-11: 7 11-12: 6 Probablistic Frame Windows: 0: 0.13 1: 4.99 2: 34.38 3: 90.2 4: 65.9 5: 43.0 6: 19.2 7: 14.7 8: 15.3 9: 16.6 10: 11.4 11: 4.4 #geometrydash #extremedemon #demonlist Note: Precision is NOT difficulty == PLEASE IGNORE EVERYTHING BELOW == aeternus by riot, ryamu, pluff, icedcave, deadlox, and more is an upcoming top 1 extreme demon in geometry dash, designed to push the limits of what is humanly possible. this full showcase features its extremely difficult gameplay, near-impossible wave sections, tight ship gaps, precise timings, and dark hell-themed decoration. aeternus is the third and final level in riot's hell-themed trilogy, following tartarus and acheron, two former top 1 extreme demons. originally built in geometry dash 2.1 and later updated for 2.2, the level was created to be significantly harder than its predecessors and potentially become the hardest level in geometry dash history. the level was released for open verification in march 2024 and remains unverified due to its extreme difficulty. with its relentless gameplay, demanding frame-perfect inputs, and brutal transitions, aeternus has become one of the most recognizable impossible extreme demon projects in the gd community. level information: level: aeternus creator: riot, ryamu, pluff, icedcave, deadlox & more difficulty: extreme demon (upcoming top 1) verification: open verification (unverified) level id: 102647436 song: rip & tear by mick gordon game: geometry dash 2.2 this video showcases aeternus's full gameplay and decoration, featuring one of the most ambitious and difficult upcoming top 1 levels in geometry dash. == this geometry dash frame window counter measures the timing difficulty of [level name] by analyzing click and release inputs at 240 hz. the counter tracks timing windows from 1 to 12 frames, showing how many frames are available to successfully execute each input throughout the level. unlike traditional 60 hz frame perfect counters, frame windows measure the actual size of each timing window at 240 hz. a single 60 hz frame perfect can represent several different timing windows, meaning two inputs with the same frame perfect label can require very different levels of precision. this makes frame window counting a more detailed way to analyze geometry dash difficulty. the counter also includes a precision rating measured in σ/s (sigma per second), calculated using the size and position of each timing window. this value estimates the input precision required to complete the level from 0 within an expected 24 hours, based on a statistical model of timing consistency. higher σ/s = more precision required lower σ/s = more lenient timing this system is especially useful for comparing extreme demons, top 1 levels, and other difficult geometry dash levels where traditional frame perfect counts don't fully represent the precision required. while timing windows provide a more detailed measurement of input difficulty, factors such as click speed, nerves, and learnability also affect the overall difficulty of a level. frame window data, difficulty rankings, and precision calculations
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