skeletonbow: That's a rather nonsensical orthagonal example.
wpegg: I just wrote you a really long response, and it got eaten. I mean about 6 or seven detailed paragraphs. I'm sad about that, but will now provide you with the cut down version that you will then dispute, I will not bother responding as I've just lost quarter of an hour to this.
1. You are believing that if you apply a linear effect to the human body it will result in a linear outcome. This is untrue of all biology.
2. When you present a 3D image, it is a lie. The pixel that is perceived as being 3 metres away is actually emitting light from where your screen is, and this causes various conflicts in the perception of the image. Increasing the strength of certain parts of this image can actually disrupt the lie you are trying to present.
3. There are various articles linked that show how the eye can be confused when you start presenting a high fedility image of something that it's not expecting, please read them.
Sorry I can't go into more detail (again), but there's lots to read on this. The core point is that when your starting point is an illusion, you don't want to shine too much light on it.
Actually, I've got a background in video driver development and graphics programming and am well aware of how the eye perceives computer graphics and the science behind it. I'm also well aware that lower frame rates cause increased eye strain, increased latency between what happens and what the brain perceives and can cause a lot of people to experience motion sickness/vertigo and other unpleasant feelings. I don't experience vertigo or motion sickness myself from low frame rates but I do experience a dramatic decline in the playability and enjoyability of high action high motion games at low frame rates.
I'll gladly dispute any day the idea that 30FPS is better for any game in any way shape or form compared to the same game running at 60FPS or higher. In fact, with the upcoming move to virtual reality gear where the display will be mounted extremely close to the eye, 60FPS is even mandatory in order to avoid motion sickness, headaches and other problems. If the slow/lowend/inferior hardware that makes up the Playstation 4/Xbox One and/or older consoles ever wants to be able to handle VR properly, the games will end up having tonnes of features disabled/removed/dumbed down in order to be able to keep the framerate up to the standard VR will require, or there will be a lot of games being returned to retailers.
30FPS doesn't just suck, it is downright irresponsible.
Darvond: The eye can see beyond 30 FPS, and you have something wrong with your eyes if you can't.
Or your computer.
Indeed. On DFPs, 60FPS is a rather solid base that games should be striving to always hit on release for the majority of gamers on all platforms the game will release on IMHO, and with 120Hz capable displays available now and Freesync slowly catching on, I'd hope to see games start pushing that framerate up to whatever the hardware can handle if possible, but keeping above 60 as a universal quality standard. If someone has a system that is below the game's specs and gets a lower rate that's fine too, but the consumer's informed option, and many games will be playable under 60FPS for many people. I find many games playable down to 40FPS, and some still playable but definitely greatly suboptimal down to 30FPS. I even played Witcher 3 below 30FPS still playable as long as motion blur was enabled so I didn't experience extreme jitter which is what ruins low frame rates for me.
I for one want my games to show me on-screen an experience that matches the experience I get looking out of a window. If someone was to install one of those electronic shades in my window and turn it on and off at 30Hz while I look out of it, I'm not going to find that to be an improved experience of looking out of the window. Turn that up however and as the frequency climbs the flicker vanishes and persistence of vision takes over with removing any remaining flicker to make it unnoticeable over a certain frequency that will vary from person to person. It's not really that much different with a computer display either even though the exact mechanics of light aren't identical.