beef_jerky4104 said:
To be completely accurate, the human eye & brain doesn't work on any notion such as "frame rate" or such. The eye and brain have a number of motion detectors and detail detectors that are used to recognize motion without some sort of framerate requirement.
Movie theatres can be as low as 20-30 frames per second with most "eyes and brains" unable to designate a difference here above or beyond that.
This discussion has very little to do with games and game framerate though. What makes a game playable has very little to do with the eyes, but instead the feedback of controls and latency of motions/controls given. It's just currently in many games directly tied to the framerate as the 3D engine refreshes in-sync with the engine also performing the physics, graphics and player movements/actions.
In a nutshell- the time from where you "move" with your controls, the game calculates the new "move", and the time before your brain/eyes then see the result of that move and it's dependency for adjustment... all reliant on what's going on (such as jumping, walking, driving, shooting, etc.etc.).
This is why some games are great at 10-15 fps, but action games that require more precise timings and feedback to controls demand higher framerates to improve control. For example, you can land a plane at 15-20 fps, but try driving a car around a tight hairpin turn at 12-15 fps... if the engine feedback/control latency isnt tight, the control -> action -> refresh for your eyes doesn't allow for proper overcompensation or adjustment for the given turn... so you wind up sliding out or oversteering.
FPS games- even moreso. A jump/spin move while shooting some guy, then diving for a weapon spawn- if you don't get near instantaneous results and feedback on-screen, pulling off this move can be difficult given game physics, how fast you fall/jump/run and how many frames these are all scaled for your brain to take-in & adjust to.
So for the original poster, and to be more accurate- framerates will definitely be game specific... and not just by genre such as sims, racing games, shooter games, etc.etc.- but how the "engine" is written, performs and how control feedback/player control results are scaled to the refresh of the on-screen graphics.