Screen Resolution | Refresh Rate |
Pixel Density | Aspect Ratio |
Framebuffer | Input Lag |
Tearing | Interpolation |
The number of times per second that a display updates the image on screen, measured in Hertz (Hz). | The number of pixels displayed on a screen. |
The ratio of the width to the height of a screen or image, such as 16:9 or 4:3. | The number of pixels per inch on a screen, also known as PPI, which affects image sharpness. |
The delay between inputting a command and seeing the result on screen, affecting responsiveness. | A buffer in a GPU that stores the image being rendered before it is displayed on screen. |
The process of estimating new data points between known data points, often used in upscaling lower resolutions. | Visual artifact on screen when frames are out of sync, often resolved by V-Sync or G-Sync technologies. |
Motion Blur | Clarity |
Immersion | User Experience |
Productivity | Eye Strain |
The sharpness and detail in an image or text displayed on a screen, improved by higher resolutions. | The blurring of fast-moving objects on screen, affected by response time and refresh rate. |
The overall satisfaction and usability of interacting with a screen, positively impacted by higher resolutions. | The sense of being fully engaged in the content displayed on a screen, heightened by higher resolutions. |
The discomfort experienced in the eyes due to prolonged exposure to screens with higher resolutions. | The ability to efficiently work or create on a screen, often facilitated by higher resolutions. |