you mean like you're hyperbolic right there saying that everyone is doing that?
objective reasons why 30fps sucks or why we should target 60fps instead:
-higher input latency, sometimes drastically higher (see God of War).
many modern engines already have latency issues due to hyper complex rendering pipelines. running at 30fps further worsens that problem.
-TVs run at 60hz or 120hz, this means frames need to be either doubled or quadrupled.
doing that leads to a double image effect (or quad image effect I guess at 120hz)
the double image effect leads to contours and detail being on screen overlapping with the last frame, this effect gets more obvious the more responsive your screen is, meaning it's worse on OLED due to the fast pixel response. less responsive screens will blur this over, which also isn't great because either way your temporal resolution and image stability goes to the shitter.
-modern AntiAliasing and Reconstitution methods benefit hugely by higher framerates, meaning a higher framerate game will have a cleaner looking image.
modern AA like TAA requires previous frame data and motion data to work, this means a lower framerate will give the Antialiasing less information to work with, leading to further blur and artifacts during camera movement and fast object movement.
the same is true for image reconstruction like FSR2.0 or Epic's TSR, there's a reason the Matrix demo has so many really ugly artifacts, the demo generally runs too slowly for the amount of clean-up the reconstruction method needs to do, so we actually see macro-blocking like artifacts around the player character every time you move the camera. (not that it would look clean at a higher Framerate, the amount of temporal clean-up and reconstruction that demo tries to pull off is just too much in general and doesn't work well)
-many people want their 30fps games to utilize camera motion blur to make the game look smooth.
so basically, even if we ignore all the issues that make 30fps games already look bad in motion, now users actively often want to make games look messy in motion because they find a raw 30fps to look too stuttery...
leading to shit like this:
and if you want a game to run at 30fps for higher fidelity, what you actually want is a game running at 30fps because you want to stand perfectly still and look at non-moving images instead of having snappier feeling and cleaner looking interactive media in motion.
because camera based motion blur, which is a standard addition in 30fps locked titles, means A LOWER fidelity as soon as anything on screen moves too fast.
-why stop at 30fps? isn't that weirdly arbitrary? why not go down to 20fps!?
can you imagine the amount of pixels and effects a game could push if we further reduce the frames the system needs to render by 33%???
33% more pixels, or 33% more detail...
and you wouldn't dare saying that 20fps is unplayable right? because that would be hyperbolic again wouldn't it?
Ocarina of Time and Majora's Mask, 2 absolute classic and often talked about titles when it comes to the best games ever made... they run at 20fps, hell in Europe they ran at 18fps!
so why not go all the way? isn't that a bit hypocritical to draw an artificial line at 30fps by saying 30fps is perfectly playable and so it's fine to target 30fps? so surely you have to be ok with 20fps as well given that Ocarina of Time is perfectly playable at 20fps.