Unnerfed Artemis 13 [Zoink’s New Verification] // Frame Window Counter // Geometry Dash
Автор: NaN GD
Загружено: 2026-07-18
Просмотров: 185423
Описание:
Artemis 13 with Frame Perfect Counter / Frame Windows in Geometry Dash
"Artemis 13" hosted by @suffixpoint to be verified by @Zoink
Subscribe to see more!
GD NaNDL (Top levels by Precision): https://nandl.pages.dev/
Discord: / discord
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 Frame Counter
Welcome to my Frame Window Counter!
Click Pattern by me (no click pattern available) was to measure frame windows to discard unrealistic clicks.
== PRECISION CALCULATIONS ==
Minimum Timing Precision Rate Required to beat in 24 hours from 0
245.20 σ/s
264.07 σ/s (Nerve Inflated)
273.17 σ/s
294.37 σ/s (Nerve Inflated)
Individual Frame Windows:
1: 5
2: 10
3: 18
4: 19
5: 9
6: 6
7: 8
8: 13
9: 6
10: 5
11: 9
12: 7
#geometrydash #extremedemon #demonlist
== PLEASE IGNORE EVERYTHING BELOW ==
Artemis 13 is an upcoming top-tier Extreme Demon in Geometry Dash by nxhtrise and more, currently being verified by Zoink. After Society’s verification, Artemis 13 quickly became one of the most talked-about new Zoink projects, with early discussion placing it around the Top 1 to Top 5 difficulty range.
Level Information
Name: Artemis 13
Creator/Host: nxhtrise and more
Verifier: Zoink
Difficulty: Unverified Extreme Demon
Projected Placement: Top 1 / Top 5 range
Song: Astronaut - 13
Status: New Zoink verification project
Style: Dark, space-themed, precision-heavy, modern top-demon gameplay
Artemis 13 has gained attention because of its connection to Astronaut 13-style theming, using a dark space-like atmosphere and intense modern decoration. The level has been compared by some players to Penumbral in terms of visual style, with a black-and-white cosmic look that gives it a cold and intimidating identity.
The gameplay is built around extreme precision, tight timings, fast transitions, and heavy consistency requirements. Like many modern Top 1 contenders, Artemis 13 is not just difficult because of one section; it appears to maintain high pressure across the full level, forcing the player to stay locked in from start to finish.
Zoink’s involvement has massively increased the hype around the project. As one of the most accomplished top-level players in Geometry Dash history, any new Zoink verification immediately becomes a major community event, especially when the level is already being discussed as a possible Top 1 contender.
Because Artemis 13 is still in verification, details such as final difficulty, level ID, rating status, exact Demonlist placement, and balancing may change before release. For now, it stands as one of the most important upcoming Extreme Demon projects to watch.
With its nxhtrise creation, Astronaut - 13 song, dark space-themed visuals, Zoink verification, and projected Top 1 to Top 5 difficulty, Artemis 13 is shaping up to be one of the biggest upcoming Extreme Demons in Geometry Dash.
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.
Повторяем попытку...
Доступные форматы для скачивания:
Скачать видео
-
Информация по загрузке: