I can absolutely tell the difference between 60fps and 30fps. Sometimes I feel as though I am the only one though. After a while, I think most gamers will encounter a game that brags about running at 60fps. Some playstation games' boxes bragged about running at 30fps (Wipeout). But we're now at the point where demanding 60fps in a game is reasonable. -Yes I agree with some other posts here, and will admit its not always practical, but I want my GT5 experience as fluid as possible, and I DO prefer 60fps.
One reason 60FPS is important now while 30FPS was pretty good back in the day is display size and resolution.
The inherent issue with representing fluid motion with a series of still images is the shutter effect where while your eye cannot necessarily discern each frame individually, it CAN detect the gaps between where objects are drawn between frames.
So in real life in a 1/10 second you see a smooth smear, in a game you see several staggered images kind of ghosted on top of each other and you can detect the gaps between where they were each frame even if you can't pick out an idividual frame.
As the screen gets bigger, these gaps become larger. On a 19 inch screen the gap might be .5 inches, however blow that same image up to 50 inches and suddenly that gap is over 1 inch of a jump between frames.
Add onto this the increase in resolution means that there are discernable gaps in smaller movements. At 480p there are only 480 lines of resolution so moving 1/480th of a screen means it only moves 1 pixel and no gap. But on a 1080p set moving 1/1080th of the screen is necessary to not have a gap between pixels displaying a moving object. In other words the same object moving on a 480p screen could appear very smooth as it transitions from each pixel to the one adjacent, however on a 1080 screen the same speed movement will produce at least 2 pixels of blank between each frame as the same object moves.
People are now also sitting relatively closer to their displays. While it was not abnormal to sit across the room from a 19 inch TV, people now regularly sit 6 feet from a 50 inch display.
All of these together work to make shutter effect and unfluid motion more detectable. The solution is higher framerate.
The MotionFlow effect on my TV is appreciated most during replays, but it helped with in-game racing as well. -VERY VERY smooth. My guess is that this feature is the ONLY reason GT5 can run decently in 3D mode.
3D mode is a different story altogether though, and I wont get into the details. -a bit choppy, but certainly playable. -not my cup of teat though. Still...props for PD for making a 1080p game of this caliber that runs in 3d. It is a very cool experience. = )
So after noticing all the fancy effects the new tv's do, I'd have to say I dont blame Kaz for insisting GT5 run in 1080p (and optional in 3D). In a way, it resulted in me seeking out a new TV. Merry Christmas.
I kind of doubt this is a major reason why less than 60FPS was acceptable... first off 120 hz TVs with interpolation are not terribly prevalent. 60hz sets are still regularly on sale at most retailers and I doubt the infiltration rate of 120hz sets is very high yet.
Secondly many users wouldn't know how to turn it on even if they do have it. I still come across people who have 55 inch LCD TVs and are running composite cables to it or think that just becuase a show says "Broadcast in HD" they are seeing it in HD even on their old CRT TV.
Lastly it may be differnt on mine, but I have an LG with Trumotion and a large part of the interpolation is it looks to smooth out natural motion. This means it also looks for the motion blur that exists in all real motion to help interpolate the movement. Since many games have no motion blur, the engine cannot work as well. On my set, the trumotion on does very little if anything to alleviate the framerate issues during actual racing and actually brings in a lot of image artifact issues.
You will notice with any of the 120hz interpolation algorythms that fast motion around a static image (think turning quickly while looking at the crosshairs in a FPS) causes distortion and macro blocking around that area.