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Watch this trailer of The Hobbit, switch between 420p (which will run at around 30fps by default) and 720/1080p (which will run at 48fps). See 0:22-0:24 and 1:30-1:33 and compare what you see between the two resolutions/fps.
https://www.youtube.com/watch?v=40sMS27Ql_w
Note that if you have a PC that does not show HD very well, it will sometimes not be noticeable because it skips frames sometimes. Like mine is doing right now since I have too many programs open.
I settled for 59.94 due to 60fps giving some trouble with particles. "There are many like it, but this one is mine." ~Soldier.
https://www.youtube.com/watch?v=UKz1uuJaorM
We can certainly see above 60fps but the motion bur we actually perceive as well as the way our eyes focus make a 60fps playback in a VR headset fell less real and cause more motion sickness.
One day I'd like to try out a VR headset with that 38 fps and good 4k screen. Throw a surround sound headset on and you're there. 60FPS one day when they figure out better motion blur.
I know what you mean about motion sickness. I experimented a bit with the walking-motion camera (kind of like what you can see in the transformers games and if I remember right, in the movies too.) After re-watching the scene several times to check for errors, it made me feel a little dizzy so I'll limit it to only short moments (hopefully one or two times in the entire movie and for no more than 0.5 seconds).
60fps only really became a standard in gaming because of A) bragging rights for having a beefy rig, and B) reduced issues with input lag, especially with fpses. pc gamers have been trained to think higher fps = better. same with wider fields of view. but its the case with neither when it comes to video.
That is also why 48fps made The Hobbit look cheap: it allowed people to see the costumes and the CGI better, which looks unconvincing. It also made movement in some scenes seem like the people were moving too fast, but then again whenever I look at people around me they seem to act exactly like that.
I guess it's a case of being adapted to 24 fps, similar to how people thought that horse clopping should sound like the coconut whacking they used as sound effects in the old movies. When real clopping was used, people said 'that's not the sound we expected, it sounds weird'.
When I compared two renders of the same scene from SFM, it seemed like 30 fps had less motion blur than 59.94 fps during playback (I leave the shutter speed on default), making the action not seem fluid in rapid scenes. I'm experimenting with it to see where this can be improved, but I am aware of the many weaknesses of this fps.