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FPS (first person shooters) sure, response time is important, same as in VR. Animation would be fine at 30 fps though, as long as camera movement is at high frame rate. Didn't Halo 4 reduce the frame rate for things further away?

Here's a link trying to expain why HFR is less immersive
https://gizmodo.com/5969817/the-hobbit-an-unexpected-masterclass-in-why-48-fps-fails

PSVR is on the right track with reprojection. It keeps the camera movement (your head movements) smooth at 120fps, while the game runs at 60fps. Even watching 24fps movies on it is fine as your head movements (and projected screen) are still updated at 120fp. The lost bear, a psvr platformer that plays out on stage while you sit in a theater, has animation that runs at much lower frame rate. Looks perfectly fine.

Perhaps in the future we'll get object based movement like Dolby Atmos for sound. The only way to achieve true smooth motion is to limit the steps objects take to 1 pixel at a time. When you follow an object with your eyes, you collect its light on your retina. If it skips across the screen you can't focus on it. Sometimes that's intentional.

I'm not sure what impact variable frame rate will have. I do a lot of racing, so much I notice the difference in display lag when switching to my other tv. I have to adjust my brake and turn in points slightly in the faster cars not to be too early or too late. However when the game runs between 40 to 80fps, won't that throw me off all the time? The difference is minor, until devs take variable frame rate as a pass to put anything out from 20 to 60fps as acceptable.At least for racing, fps and display lag don't matter all that much as long as they are constant. Any slowdown or judder immediately throws me off.

Anyway I agree, for interactive media, especially first person based, higher frame rate is preferable.