Abstract: The manufacturing of a display system associated with a GPU system involves a mathematically driven algorithm and is based on several use cases that determine this algorithm to be designed in the correct way so as to avoid the various display related issues like stuttering, flickering, ghosting etc. This paper explains the various issues related to display technologies and provides a mechanism to calculate tearing and stutter datamathematically rather than observing them only through visual means. When we are dealing with the variable frames per second (fps) output of the GPU processed data to be outputted on the screen in real time , the type of activity that may be required to challenge occurs when the frames per second changes in a real time game graphics engine. There are displays suited to gaming, design work, and ultra-high resolution detail, but mixing priorities results in compromise. Fast response time, colorfully vibrant, or high-DPI—pick any two, because there's still no monitor that quite hits every bullet point. Even if a monitor hits all the bullet points it cannot always guarantee that it will be free from the issues associated with a display system. There exist a number of issues with these systems like stuttering, flickering,ghosting, micro stuttering and tearing which has a very high impact on the output and gameplay of the game played on that GPU system. These common display output issues will hereafter be referred to as “display system issues”.Visual Technology, graphic intensive applications and the display market itself (which is estimated to be worth 169.17 Billion USD by 2022) will be required to be able to incorporate means to avoid stutters and tearing.
Keywords: stuttering, flickering , ghosting , micro stuttering and tearing.