The Truth Behind Geometry Dash's Worst Misconception

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Published 2024-05-05
Geometry Dash is well known as one of the hardest games ever created. Beyond the main levels themselves, the absurd difficulty of the hardest community-made levels is simply a spectacle to witness. But for a lot of people, and especially newcomers, it is very hard to understand what exactly makes the level they’re watching difficult. And so, some members of the community looked to one of the most well-known terms in speedrunning and difficult games: the frame perfect. I want to explain why this method of measuring difficulty is extremely inaccurate. And simultaneously, I will explain to you how frame perfects work, what makes them hard, and what makes the hardest levels actually difficult.

CHAPTERS:
00:00 Intro
02:27 FPS Discrepencies
05:27 What Makes Timings Hard
07:09 Rest Of The Level?
10:03 Outro

MUSIC USED:
Sonic Unleashed - Windmill Isle (Day)
Super Mario Odyssey - Bubblaine
Super Mario Odyssey - Steam Gardens
Celeste - Mirror Temple (Mirror Magic Mix)
Super Smash Bros. Ultimate - Gang-Plank Galleon

All Comments (21)
  • @alexplaysgd
    oh and before it's asked about, a lot of this information will change if click between frames is either allowed, or added to vanilla gd. 60fps frame perfects would be way more inaccurate if it was allowed. also the comparison between 60fps and 240fps would be different; i just used 240fps because that is the current limit in vanilla gd
  • @sjunlee234
    Nobody plays extremes on 60fps anymore but so many people are obsessed with 60fps frame perfects
  • @vanshkmc
    bro this guy has this weird ability to get me absolutely hooked into literally any topic he talks about
  • @zohnannor
    thank you for mentioning that LeTim clearly states in every video and in the spreadsheet that you should not concern the amount of FPs as a difficulty.
  • def saving this video for arguments LOL 🙏 i've had to explain this so many times to people
  • @Vio9740
    this is why this guy is my favourite gd youtuber 1. Goes over topics in a informational way and easy to digest 2. Doesn’t take 10 hours 3. keeps my attention throught the entire video
  • Difficulty in gd is so complex actually. You have way more factors than just frame perfects and then you also have people with different skill sets. I can for example do a small progress on Zodiac or Crimson Planet and be like "ye, I get how people beat this". And then I take a look at like all the new extreme demons and they just look all impossible to me. It's just 100% memory, which is way out of my range up to the point when levels like Slaughterhouse don't even seem like something that catastrophically difficult.
  • @NummyGD
    We should start measuring how many frames that clicks are on 240/360. Tidal Wave is a really gruesome example, since the level has two hundred 60hz frame perfects, but I can guarantee that most of those are well over 4 frames on 240
  • @scorpion2.411
    I haven't touched GD since 2017. This was nice to watch. Back then, 144hz monitors and 75hz monitors were THE controversy
  • @7koma1k
    All you have to do is take Slugtherhouse and Kyouki, match the number of FP, and see the location of each of them in the Demon List, and that's it FP is not an integrated difficulty measure
  • @MMitochondria
    0:34 LMAO my joke about sakupen hell got in, now everyone is going to think I think sakupen hell is easy freezy
  • @Vision-ky7ew
    W video and very clearly shown the inaccuracy of using frame perfects to determine one level's difficulty. The comparison between 60fps and 240fps really helped understanding the physics behind GD and makes me wonder: How would the Click-Between-Frames mod affect the demonlist or this matter in general? And how accurate is the att count of each person to decide the difficulty of a level (eg. Zoink had ½ att on Avernus compared to Acheron, yet Avernus is higher on the list, etc)? Nevertheless, I really love your video. Straightforward, structured and nice to listen. You are really underrated!
  • @exiled_shadegd
    Banger video as usual, now I can stop explaining to everyone and just send this video. also 2:10 is my comment lol, just wanted to point out how absurd Tidal Wave’s frame perfect number is
  • @Xempir
    This is actually such a great video. You explained the FPS discrepancies soo well, that visualizer made it all click for me. Hope to see more from you. xx
  • @Neequse
    this was always in my mind. level difficulty depends on 3 things: 1. amount of clicks and its paterns 2. hardness of those clicks 3. time needed to learn the level and because you cant say which is more important, difficulty is a subjective made out of objective lol
  • @lnvald
    Technically the updated silent clubstep is possible in mobile, so maybe in 10 or 20 years it'll be beaten on mobile
  • @coo0l392
    thank you for making a video for this! i've never managed to explain it well to others but this is summarized very well!
  • @whizkid0521
    I'm so glad a video exists explaining all this stuff, it's genuinely absurd how many times people try judge difficulty based on 60fps frame perfects
  • @fizzy_blizzy
    awesome video, ive been hit with this misconception from other people a few times and it's always confused me how people can just ignore all of the other factors (especially things being potentially easier on 60fps depending on the gap's alignment)
  • @sasdrob
    Sometimes 240fps frame perfects can be more consistent than 60fps frame perfects, an example of that is one of the timings in my level Infernochasm, many of my friends are like "how do you get consistent at this" but the particular placement of the timing makes it very doable with enough practice.