See that is the type of thing I find interesting because then I can ask you why is that so? There is no reason for me to tell you, "the human eye can only see 30 frames per second thus there is no need for a high update refresh rate." That would be a true lie since humans need a high refresh rate to avoid seeing the update between frames. (yes I understand that to be exactly the same as you said in different words) Why do you really prefer 30 frames per second? Would you rather this particular thread's conversation be stuck to an argument about 1000hz?
I prefer 30fps because its consistent. Nothing more. A solid 30 to me looks smoother than a scene rendering at 50 with the odd spike either to 60 or 40 here and there, something that almost gives me motion sickness. That and while the human eye and brain as a combination can only "update" the full retina at 30fps, it doesnt work that way. Smaller motions will be tracked faster. The human eye is a funny thing and is entirely different to the digital world.
Re: "all simulated at 1000 frames per second" All of the posts by you are harder to decipher than all the poems I've ever read. Oh, and to clear the other stuff up; the physics core is calculated upto 2000Hz, hence when slo-mo is enabled the car's movement is not laggier than the FPS the game is running at. The CPU calculates the phisics, then your GPU renders all the lighting, ect. (more taxing then the phisics, hense it appears laggy) (the phisics calculations per second is not related to it, at all. the FPS that you see is the GPU's. (Sorry if my post doesn't make a lot of sense; it's very late )
Re: "all simulated at 1000 frames per second" If a computer game could be simple as haiku that would be nice
Re: "all simulated at 1000 frames per second" if you wrote your posts, even like you write haiku, you might make more sense. BeamNG is strange, but yes, it does make some sense so listen here now: running normally, at 60 Frames per second, the display is changed; the physics run at: 2000 steps per second. 'tis very unique This gives BeamNG, a feature others can't do even nearly as well. graphics and physics; their rates are not connected. so let's end this thread