When discussing framerates or refresh rates people tend to make a mistake of not differentiating between interactive and non-interactive mediums. In a video it's just a matter of smoothness. In a video game there is a more important aspect of input delay and the overall motion-to-photon latency, which is greatly affected by frame times.
There is also a misconception of treating visible motion details and temporal artifacts as the same thing ("what human can see?"). There are diminishing returns around 100 FPS for motion details, but it's still far too low to eliminate artifacts like blurring or judder (in VR usually connected to vestibulo-ocular reflex). This is why current VR headsets already have effectively 300+Hz-like persistence. We may need something like 1000 FPS if not more to achieve clean vision at full persistence, so obviously strobing tricks are necessary to get around it. And you don't need a fighter jet pilot pilot to see it. Everyone can notice these problems.
There is also a misconception of treating visible motion details and temporal artifacts as the same thing ("what human can see?"). There are diminishing returns around 100 FPS for motion details, but it's still far too low to eliminate artifacts like blurring or judder (in VR usually connected to vestibulo-ocular reflex). This is why current VR headsets already have effectively 300+Hz-like persistence. We may need something like 1000 FPS if not more to achieve clean vision at full persistence, so obviously strobing tricks are necessary to get around it. And you don't need a fighter jet pilot pilot to see it. Everyone can notice these problems.