Proper representation of data in graphical visualizations becomes challenging when high accuracy in data types is required, especially in those situations where the difference between double-precision floating-point and single-precision floating-point values makes a significant difference. Some of the limitations of using single-precision over double-precision include lesser accuracy, which accumulates errors over time, and poor modeling of large or small numbers. In such scenarios, emulated double precision is often used as a solution. The proposed methodology uses a modern GPU pipeline and graphics library API specifications to use native double precision. In this research, the approach is implemented using the Vulkan API, C++, and GLSL. Experimental evaluation with a series of experiments on 2D and 3D point datasets is proposed to indicate the effectiveness of the approach. This evaluates performance comparisons between native double-precision implementations against their emulated double-precision approaches with respect to rendering performance and accuracy. This study provides insight into the benefits of using native double-precision in graphical applications, denoting limitations and problems with emulated double-precision usages. These results improve the general understanding of the precision involved in graphical visualizations and assist developers in making decisions about which precision methods to use during their applications.