Actually, 50 fps is not going to be "buttery smooth" as well, because with a framerate of 60 fps you cannot update display image 50 times per second, so some frames will be doubled.<p>I have another hypothesis on "smoothness" of animated images. Most of computer-generated animations are unnatural and not cinematic because the objects jump between frames instantly while in real life and on a camera film they move smoothly. The hypothesis is that if the animation was closer to real life, then it would look really smooth even with lower fps, for example, 24 fps or 30 fps.<p>For example, when moving a mouse cursor, it jumps between points every 16 ms instead of moving smoothly. You could argue that a human is unable to notice such tiny details, but here is a simple test to find out: take a mouse and move it in a circle, so that it makes 2-3 turns per second. If a real object would move with such speed, all you would see would be a blurred circle (you can take any real object and see for yourself), however with a mouse I can clearly see a circle made of about 10-15 mouse cursors. So the animation of mouse cursor is unrealistic, computer-like and it can be easily seen (I noticed this effect long time ago but initially thought that it is a problem with Linux or slow graphics card).<p>So to make a smooth animation you could use oversampling: generate an animation at say 6000 fps, and blend every 200 frames together (remember about non-linearity of RGB values when mixing colors). If by chance anyone has some free time and curiosity, could you test it?