Originally Posted by JackCY
Guess I'm not human then.
It's amazing how people in the tech industry keep throwing around arbitrary numbers of what "the human eye can't see".
It should be well established by now that human vision does not run on any "frequency" whatsoever.
Perceivable framerate is infinite, but there is "diminishing returns" because of the way displays work.
If something moves on screen at less than "one pixel per frame" then it would be perceived as perfect motion (for that refresh rate).
The faster you want to be able to display fluid motion, the more frames you need.
If you want to rotate a 1080p FOV-90 screen 360 degrees in one second, without pixel skipping, you need one frame per-pixel width (0.046875 degrees per pixel). There are 7,680 "1080p FOV-90 pixel widths" in 360 degrees (of course), so 7,680FPS is what you need to turn 360 degrees in one second with no pixel skipping at what is still mostly "standard" display specs for First Person games.
8K at FOV-180 (what I assume most people want for premium VR) would need double that framerate.