I didn't want to believe this, but the other day I watched the new Hobbit movie in 48fps with some friends and apparently I was the only one that noticed anything different.
The obvious difference in the scenarios you mentioned is interactivity. I find something charming about the 24hz look of traditional film (often even lower in animation, where "animating on twos or threes" can drop the effective framerate down to 12 or even 8 FPS), but I sure as hell wouldn't want to use a computer at 24FPS. Even outside of games, 120hz feels significantly better than 60hz just moving a mouse cursor around on a desktop.
I'm holding onto the idea that it's something that has to be pointed out to you before you really care, but beforehand there is still an unconscious negative effect. Say, you're talking about the steps you took to eliminate a frame of lag from a game, and it seems ridiculous and pointless to a layman, but then they turn around and complain that their game feels "unresponsive" or "floaty" ("I pressed the button and he didn't do anything!") The problem still affected them, they just didn't know what to attribute it to (or perhaps having not experienced, say, a PC FPS played on a CRT monitor, they don't have a frame of reference for how responsive a game should feel).
The obvious difference in the scenarios you mentioned is interactivity. I find something charming about the 24hz look of traditional film (often even lower in animation, where "animating on twos or threes" can drop the effective framerate down to 12 or even 8 FPS), but I sure as hell wouldn't want to use a computer at 24FPS. Even outside of games, 120hz feels significantly better than 60hz just moving a mouse cursor around on a desktop.
I'm holding onto the idea that it's something that has to be pointed out to you before you really care, but beforehand there is still an unconscious negative effect. Say, you're talking about the steps you took to eliminate a frame of lag from a game, and it seems ridiculous and pointless to a layman, but then they turn around and complain that their game feels "unresponsive" or "floaty" ("I pressed the button and he didn't do anything!") The problem still affected them, they just didn't know what to attribute it to (or perhaps having not experienced, say, a PC FPS played on a CRT monitor, they don't have a frame of reference for how responsive a game should feel).