Murissokah :
It seems I was. I wrote that based on personal experience (120Hz) and my understanding of digital signal sampling (Nyquist's sampling theorem). I learned it does not apply and things are acutually a lot more complicated than that...
There are quite a variety of complex interactions, including whether or not the display is sample-and-hold, or is strobed, how accurate the motion is relative to the framerate (framerate = Hz is ideal), etc.
An excellent demonstration of motion blur is at: www.testufo.com/eyetracking
You will notice that the animation above shows a motion blur that isn't caused by the speed of pixel transitions. Eyes aren't based on frames. As your eyes moves, your eyes are in a different position at the end of a refresh than at the beginning of a refresh. That blurs a static frames, of a flickerfree display, across your eyes. That's the sample and hold effect, as explained in scientific papers. Sample-and-hold motion blur becomes a limiting factor as we get to higher display resolutions, sharper motion, higher framerates (framerate matching refresh rate, zero judders), 4K instead of 1080p, and eventually to virtual reality. It has come to the point where vision researchers are able to notice motion blur on an experimental 1000Hz display. Mathematically, this makes sense. Assuming we were successfully able to run 1000fps at 1000Hz on a 4K display, we have 1000 different static image positions per second. This is since 1 refresh at 1000Hz is 1 millisecond long, and if it's sample-and-hold (flicker free), 1 millisecond of hold time generates 1 pixel of eye-tracking-based motion blur for every 1000 pixels/second motion. That would mean about 4 pixels of motion blur during 4000 pixels/second on a 4K display (1 screen width per second). If GPU's got powerful enough to allow full framerate=Hz at 1000fps on a 4K display, we will still be bottlenecked by motion blur. But we are very, very far away from that technologically right now. If we are wearing 4K displays as Holodeck virtual reality googles, a slow head-turning speed at a mere 30 degrees per second, would move the scenery at about 1 screen width per second on the 4K panel -- which can still create forced/unwanted motion blur even on a 1000fps @ 1000Hz display, that's above-and-beyond your eye-tracking accuracy, causing the motion blur to be detectable even at very high refresh rates. So, no, 60Hz isn't the final frontier, 120Hz does have point of diminishing returns, but the diminishing returns do not stop for a very, very long time far beyond.
Another way to reduce motion blur is strobing (e.g. CRT flicker, plasma flicker, LightBoost strobe backlight, pulse-driven OLED, etc), which eliminates motion blur without needing to raise Hz (e.g. whether by interpolation or true frames). This is a FAR easier way to eliminate motion blur, but not everyone likes flicker. So we can't eat our cake (flickerfree) and eat it too (blurfree), at retina quality resolutions, unless we go to silly framerates (e.g. 1000fps @ 1000Hz). It's impossible to go Holodeck-quality at only 60Hz or 120Hz.
Some good references:
"Why Do Some OLEDs Have Motion Blur"
http://www.blurbusters.com/faq/oled-motion-blur/
List of links to science papers:
http://www.blurbusters.com/references/ (includes Nokia, Toshiba, Panasonic, etc)
TestUFO animations, which are very educational demonstration animations:
www.testufo.com/eyetracking -- motion blur caused by sample-and-hold
www.testufo.com/blackframes -- motion blur reduction by strobing
www.testufo.com/photo -- motion blur from panning (blurry on LCD, sharp on CRT and LightBoost)
www.testufo.com/framerates -- framerate comparision 30fps versus 60fps (versus 120fps if using 120Hz)
id Software’s John Carmack discussed persistence and strobe backlights at QuakeCon:
http://www.youtube.com/watch?v=93GwwNLEBFg&t=5m35s
(And at 12min05sec, he describes how even retina iPad's goes blurry during fast scrolling, and that's not because of LCD pixel speed)
Forum Post: "Why We Need 1000fps @ 1000Hz This Century"
http://www.avsforum.com/t/1484182/why-we-need-1000fps-1000hz-this-century-valve-software-michael-abrash-comments
Valve Software's Michael Abrash mentions the problems of motion blur in virtual reality head-turning
http://blogs.valvesoftware.com/abrash/down-the-vr-rabbit-hole-fixing-judder
(He also mentions the benefits of a theoretical 1000Hz display)