Enebias: Are we still talking about framerates in 2022?
General rule: the more, the merrier. I wish devs started to optimize to get
at least 60 as a standard, the difference between that and 30 is abyssal. You can see it also at higher framerates than 60, but it is imo not as huge as when you get up to 60.
Also, visual quality aside, remember that more frames mean more responsiveness.
Yes. The "it depends on the type of game" argument makes no sense to me...if you have motion that's intended to be smooth, a low framerate makes it worse regardless of whether it's a shooter or turn-based game. I remember many years ago trying to play Civ IV on an underspecced computer, and while it technically worked, it just wasn't fun to play so I gave up after a couple of games. Later on I tried again when I could run it at 60fps; that made a big difference and I played it for quite a few hours.
The only case I can see where a low framerate would genuinely not have much effect is super old games like the early Ultima entries, where the movement jumps one square at a time and the "animation" is barely existent.
psychosopher: "(...)The human eye can see at around 60 FPS and potentially a little more.
That's false, and contradicts the next bit:
Some humans believe they can see up to 240 FPS, and some testing has been done to prove this.
Which is still not entirely true, as there is no hard upper limit like "240 fps".
the resolution of the human eye is 576 megapixels.
Also false. The human eye does not work in fps or megapixels. Here's another internet quote for you:
"Really, though, the megapixel resolution of your eyes is the wrong question. The eye isn't a camera lens, taking snapshots to save in your memory bank. It's more like a detective, collecting clues from your surrounding environment, then taking them back to the brain to put the pieces together and form a complete picture. There's certainly a screen resolution at which our eyes can no longer distinguish pixels — and according to some, it already exists — but when it comes to our daily visual experience, talking in megapixels is way too simple."