It's funny seeing these arguments crop up from time to time. I remember the outrage when the 60 fps patch was released for GPL. Many people said they couldn't see any difference, but I could lap faster and more consistently afterwards, and it paved the way for faster force feedback which did the same thing all over again.
1/30th of a second is 33.3 milliseconds.
1/60th of a second is 16.6 milliseconds.
The difference is 16.7 milliseconds.
The average reaction time is 215 milliseconds 👍
'Computing' realistic blur barely takes any resources at all. It just joins a few pixels together (at a fidelity you wouldn't be able to identify even in a still).
Reaction times are dependent on how much you're "expecting" or anticipating something, so you can see that the more information you have, the better you can anticipate the event. Real drivers don't miss their braking points by 215 milliseconds, do they?
I didn't say that the physics engine aspect isn't important, but there's limits to how much physical calculation can be performed and as you point out the relation to frame rate isn't direct. I have no argument there.
However, there IS motion blur in Forza and Iracing - but it's your brain that creates it.
Then it's not motion blur
in the game, is it?
This is the sort of misinformed post that really irritates me.
Let me capitalise this for emphasis.
MOTION BLUR IS NOT A CHEAT. IT IS WHAT HAPPENS IN REAL LIFE. WHETHER AT 30FPS, 60FPS or 10,000FPS IT DOESN'T MATTER. YOUR BRAIN CAN ONLY PROCESS INFORMATION AT CERTAIN SPEEDS AND FILLS IN THE REST OF THE GAPS.
FOr those struggling with this just think about real life and the side window analogy. You are look at truly infinite frame rates and your eyes still blur! So how the hell can you suggest 60fps is any better!?
Your brain has to fill in bigger gaps at lower frame rates. It is better that it gets as much information as it can process, not to have to make at least half of it up! It takes me a while, but I can re-adjust to 30 fps and it will seem totally smooth (even without "motion blur"), but I prefer racing at 60 fps (at the very least) for the
fluidity (different to smoothness) that it offers, and hence the better connection to the car and everything else around. The biggest problem with racing simulators is that, generally, you're missing the butt-o-meter input, so you are relying
solely on your eyes to interpret closing speeds, slip angles, yaw etc. I'd rather get this information at (or above!) the peak rate my brain can manage, rather than be fed a slideshow at a quarter of that rate! In most situations, I'm running at around 120 Hz; I can do better if I'm "on edge". So, even 60 fps is a compromise.