The point is, this 24 frames per second is the biological limit of perception neurologically. When we watch motion, we capture the motion blur as well, this hints us where the object is going. If you use a camera to capture a fast moving object, you will notice this, the blur trail tells you where the object is next headed. TV shows and movies all have this. If you freeze a frame on your DVD or VCR with a lot of action, you'll see that the motion is not defined, but captured over a range of exposure time to preserve perceived motion. Video games, on the other hand, DO NOT capture frame to frame motion. If you do a frame capture, you'll get just the characters and their positions, you don't capture the second derivative of the motion, the velocity, because your capture time IS ZERO. Hence, the 24 frames a second in a first person shooter seems a lot choppier than 24 frames a second in your favourate TV show or movie even though the update rate of movement is the same. The key here is the inter-frame interpolation, which exists in the form of motion blurrs in motion captured sequences, but do not exist in video games, that is more than enough information to trick your brain into perceiving fluid motion. If the motion gap is large, for example in a FPS, someone gets blown away by a fast rocket, even 60fps seems jumpy since the distance travelled by fast objects between relative frames is still high due to increased velocity of the travelling object.