No. Divergence is 3rd and 4th, so the stutter is on the 4th object.
(Good VSYNC OFF diagram though -- it is very accurate diagram otherwise for a VSYNC OFF example -- where the black lines are refresh cycles, and the colored boundaries are VSYNC OFF tearlines).
Draw a straight line through all balls.
For a specific pixel in a refresh cycle (i.e. in the same physical row of pixels, for horizontal eye tracking), that is your corresponding horizontal eye gaze position relative to time.
Stutters are for all balls that don't go on the straight line, and jumps over the line.
So between the 3rd and 4th ball is the stutter, and you see it right at the moment of the 4th refresh cycle (4th ball).
Your ball is essentially "vibrating" centered on your moving gaze point.
I also wrote the GSYNC verison eye-track diagrams of this at:
How Does GSYNC Fix Stutters?
I also quoted Microsoft's similar eye-track diagram at:
Why Does OLED Have Motion Blur?
And others do too, Michael Abrash, Chief Scientist of Oculus, wrote eye-track diagrams at:
Down The VR Rabbit Hole: Fixing Judder
RTings has a great YouTube animation of
stutters converting into motion blur. Jump to around 1 min into video:
Basically, High speed vibrations (stutters above flicker fusion threshold) = display motion blur. Which I also explain at
http://www.blurbusters.com/1000hz-journey .... Yes, few people realize that stutters & display motion blur actually have the same root cause! (basically moving objects diverging from eye-track gaze point) --- low-frequency divergences show up as stutter, and high-frequency divergences blend as motion blur.
Just like a guitar string. A slow vibrating guitar string looks vibrating. A fast vibrating guitar string is blurry (vibrating too fast to see vibrations). Display motion blur is the same thing. Even at 240Hz. Even at 480Hz. We can't see the framerates (vibrations) directly but we see the side effects (blurriness of vibration) directly.
That's why we can see a 500Hz vibrating string, because the string is blurry.
That's also why 500Hz display refresh rate isn't even good enough to say goodbye to strobing (yet).
500Hz isn't "retina" refresh rate yet.
So, simply really gotta remember that stutter are just simple Geometry 101 divergences away from a constant-moving eye-track gaze point. Easy once you understand the basic concept.
Definitely look at the YouTube video, it will explain why stutters and display motion blur (sample-and-hold) is exactly the same kind of "keep-sync-with-eye-tracking" mathematics challenge. By simply visualizing stutter & blur from the eye-tracking point of view, it's much easier to figure out if you are good enough at math & geometry.
For scanout diagrams and determining stutter, you simply draw a straight line, and now you've turned a scanout diagram into an eye track diagram. (At least for determining stutter in the horizontal dimension, anyway -- but that's simply due to the vertical layout of scanout diagrams on BlurBusters).