Nope, average photographic flash is 1ms, 20 times longer.
I'm clearly not talking about the average photographic flash (the 1/20000th of a second should have given that away), I'm talking about common-enough examples (strobe flashes at the lower settings, in this case) of very short duration visual stimuli that are still easily perceived.
In any case, a super-high contrast in light levels is very different from a similarly-bright moving image.We can detect instants of flashes are much shorter durations than we can perceive movement, because the difference in the scene is far greater.
Yes, that's described in
Bloch's law and it does nothing to contradict anything I've said.
In the absence of other information, you can't tell the difference between a sufficiently bright one nanosecond pulse and a sufficiently dim ten millisecond pulse, but you can still perceive that nanosecond pulse.
The entire point is that what frame rate is useful goes
way beyond the point at which perceptibly smooth motion is achieved (which I've already pointed out). I'm sure you can think of plenty of examples of this yourself, but in case you can't the two most relevant to gaming are response times/input latency and determining motion vectors.
Even with human response times being in the 100ms range, every ms you shave off any additional latency can potentially provide a competitive advantage. Even being 1% faster is enough to separate top players (and I'm not claiming to be a top player of anything any more than you're claiming to be a fighter pilot...I might be, you might be, but that's not relevant).
Being able to track motion, even of objects on screen for durations too short to identify can also be very relevant. Take something like a rendered projectile that doesn't have any tracer or blur to highlight it. If it's in your field of view for 10ms and this is only one frame, you have no information other than it was there...you cannot tell how fast it was moving or what direction it came from. If it's three or four frames, well you know a lot more. This is a big deal if that shape is a rocket or grenade in a tactical shooter, for example.
And of course there are effects on comfort and eyestrain that can be totally unconscious, and still be relevant.
Everything I hear from the fps fetishsits reminds me of audiophiles.
That's a rather ambiguous statement. There are audiophiles who are well aware that the difference between a thousand dollar low-oxygen silver cable and an old wire coat hangar are negligible for a short run and some magical thinkers who call themselves audiophiles who would swear by the thousand dollar cable with imperceptibly different electrical properties.
So which are you accusing me of being?