About framerates:
'Modern theatrical film runs at 24 frames a second. This is the case for both physical film and digital cinema systems.
It is important to distinguish between the frame rate and the flicker rate, which are not necessarily the same. In physical film systems, it is necessary to pull down the film frame, and this pulling-down needs to be obscured by a shutter to avoid the appearance of blurring; therefore, there needs to be at least one flicker per frame in film. To reduce the appearance of flicker, virtually all modern projector shutters are designed to add additional flicker periods, typically doubling the flicker rate to 48 Hz (single-bladed shutters make two rotations per frame - double-bladed shutters make one rotation per frame), which is less visible.'
'In drawn animation, moving characters are often shot "on twos", that is to say, one drawing is shown for every two frames of film (which usually runs at 24 frames per second), meaning there are only 12 drawings per second. Even though the image update rate is low, the fluidity is satisfactory for most subjects. However, when a character is required to perform a quick movement, it is usually necessary to revert to animating "on ones", as "twos" are too slow to convey the motion adequately. A blend of the two techniques keeps the eye fooled without unnecessary production cost.'
So there are two different issues. Screen flickering (Hz), a 100 Hz TV will strain the eye less than a 50 Hz TV using the same technology (less flickering). This is more dependent on the display than the game system.
Frame rate is about smooth motion perception. Films at 24 FPS and motion blur look perfectly smooth to humans, the same usually for cinematic games.
GPU manufacturers have no intention to educate consumers. They want you to believe you get something extra when a game runs at 100 FPS instead of 50 FPS while 25 FPS can already look perfectly smooth to the human eye.