However, there is a threshold on how much information your brain can process and tests indicate this maxes out at the temporal detail you can fit into 60 'discrete' frames per sec. For many people it is actually much less.
That is: in general.
Specifically this threshold is differs based on certain variables; the most important one being available light (number of photons per unit of time).
I.e. the less light, the more motion blur there is because there is more temporal integration happening in your brain's visual system. Estimates say your brain goes down to a temporal information density of less than 10 FPS in very low light circumstances [1].
Your brain does perceive motion blurred frames differently. How do I know? I worked in VFX on many blockbuster movies. We do preview stuff using realtime graphics (aka what game engines do) w/o motion blur at equal frame rates as the final frames (which are with motion blur, ofc).
Even on projects where we used 60 fps there is visible strobing w/o motion blur. And as I said: even when you preview stuff at 120 fps or more there is visible strobing with geometry that covers big distances in your FOV.
Motion from game engines w/o motion blur does not least look like game engines because of this. There is also a night and day difference between post-process motion blur, based on 'smearing' the image based on a motion vector pass and true 3D motion blur.
"The Hobbit" triology was done at 60FPS. But it still had motion blur, for obvious reasons.
[1] https://www.sciencedirect.com/science/article/pii/S004269890...
EDIT: typos/grammar