What's interesting about rendered content is that it can extend that (e.g., a shutter angle beyond the duration of a frame), playing with something we thought we had a handle on.
https://cinemashock.org/2012/07/30/45-degree-shutter-in-savi...
Only objects not moving relative to the frame can be seen sharply.
Trivial. Drag your white cursor quickly across the screen against a black background. You will see clear gaps between the individual cursor afterimages on your retina.
Double the FPS, halve the size of the gaps. On a 240Hz monitor I can so clearly see gaps such that if they were halved the gaps would still easily be visible. Ergo 400Hz would still easily be distinguishable from continuous motion.
To put numbers on this, consider a vertical line 1 pixel wide moving across a 4K screen in 1 second (that's not even that fast). At 480Hz that's a shift of 8 pixels per frame. So you'd need at least 8x the framerate for motion of this line to be continuous.
That's the outcome of aliasing, not of the FPS limitation itself. You could analytically supersample the motion in the time domain and then blur it just enough to remove the aliasing, and the distinct images would then disappear. Motion blur approximates the same result.
I found most of the information on Wikipedia[0], and the limit seems to be at about 80hz, but together with movement, some people can see stroboscopic effects up to 10khz.
[0] https://en.wikipedia.org/wiki/Flicker_fusion_threshold#Strob...
By the way, this is also the reason why CRT and Plasma screens had much better motion clarity than LCD or OLED. The former flash each frame for a short time, while the latter "sample and hold" the frame for the entire frame time (e.g. 1/60th of a second for 60 Hz). 60 FPS on a CRT looks probably more fluid than 120 FPS on an OLED.
Another option for games is to indeed add a lot of frames by using reprojection techniques. This can approximate the real camera movements without needing to render a ton of expensive frames in the engine. This also is already used in VR, just currently not at overly high frame rates. This great article goes into more detail:
https://blurbusters.com/frame-generation-essentials-interpol...
Something like 1000 FPS with reprojection are apparently quite realistic, which should solve the problem of tracking blur without reducing screen brightness.
Is a 1000 FPS screen more realistic than a screen capable of the higher maximum brightness needed to compensate for black frame insertion though? HDR screens are already a thing and you could already gain persistence improvements there for LDR scenes without needing any new hardware by always driving pixels at max brighness but only for a reduced time depending on the target luminance.
Or just reduce the ambient light enough - I even run even my LDR monitor at 10% brightness.
One advantage of higher frame rates (as opposed to strobing) would be quicker input responses to, e.g., moving the camera. That's not overly important on a normal screen but quite significant on a VR headset where we expect head movements to be represented very quickly.
I think interpolation up to several kilohertz is the best solution, preferable starting from a moderately high frame rate (e.g. 200fps) to minimize the latency penalty and artifacts.
[0] https://en.wikipedia.org/wiki/Smooth_pursuit
[1] https://en.wikipedia.org/wiki/Flicker_fusion_threshold#Visua...
Hmm, this is not accurate (or I don't understand what you mean). 100Hz CRT TVs available in the 90s/00s did not interpolate frames to get smoother motion – they only existed to reduce flicker. I think such TVs also existed in NTSC markets (120Hz)?
Anyway, ever since the late 00s, pretty much all the TVs you can buy from a store do come with an interpolation algorithm to artificially display a higher frame rate image (e.g. 100Hz/120Hz) from a lower frame rate source (e.g. 23.976/24/29.97/30/50/59.94/60 fps) – which (personal opinion) looks terrible (and can be turned off from the settings – but the default is always on). This is an interesting side tangent when it comes to motion blur, because the blur is prebaked in the input signal and cannot be easily removed. Thus, the end result always has an artificial look.
For instance, if the source material is shot in 24fps with the typical 180 degree shutter angle, each frame spans 41.6ms of which the shutter was open for 20.8ms. Then your TV interpolates that to be 96Hz or whatever. However, the individual output frames still look (or, with the added artifacts etc., mostly look) like the shutter was open for 20.8ms per frame. However, each frame now spans 10.2ms which is a shorter time than the shutter speed!