I've come up with some new ideas to calculate fps (I tried starting a new thread, it didn't work :/)
1. Maybe there is no limit to how many fps we can perceive and would therefore make this race pointless. For instance, when we see an asteroid fall down, it looks very slow. But if the same asteroid crossed right in front of us, we would barely see it. Therefore, as fps increases, its importance is notice with higher resolution, larger screen size and viewing distance. A theoretical extreme to deliver this point would be projecting gaming on the whole sky and playing on millions of fps. A gamer with such high resolution and fps should have an edge on a gamer on a computer monitor. But the question is, where does that put VR?
2. However, to answer custom fps limit for a computer monitor rather than accepting industry average, I created a methodology, let me know what you think:
Assuming this video is just as good as reality (otherwise try this in reality), I noticed the distance the biker has to the ground is about the same as distance we usually have from monitor. And at 150mph, the ground becomes blurry.
View: https://www.youtube.com/watch?v=qaBH-GGP8Pg
I also realize when I'm razor focused, I can only cover 3 inches of area with my eyes.
So, here is the conversion math: 150mph - 67meters/sec - 2637.8 inches/sec
2637.8/3 = 879.27
1/879.27 = .0011373 sec/3 inch - 1.1373 ms/3inch
1000/1.1373 = 879.28 fps
Btw, would it be possible to create 100's of identical simulation and merge them to create a file with higher fps?