Thanks for checking, evil.
Regarding the 30/48/60 fps issue, I think once you compare NFS to say Burnout 2 or maybe even Test Drive, you may notice just a tad bit of choppiness in NFS on objects that are moving across the screen very fast (other things not in a panning state look completely smooth, of course). It pretty much disappears once you aren't trying to stare it down. So that is where my suspicion is that it is probably running just a tad short of 60, thus 48 and using a 2:3 pulldown technique to derive the final 60 fields/sec output. I luv the game, and 48 fps is quite adequate for me.
I don't think it is 24 at all, because I would anticipate that rapidly moving objects as they are in this game would severly show up choppy. I can see choppiness in movies (typical 24 fps presentation) with only moderate panning, motion blur or not. It is very distinct to me, and clearly pan rates have to be moderated to prevent the 24 fps presentation limitations from getting competely out of control. NFS is not like this (at least, not in that degree). So that is why I feel 24 fps NFS is unlikely. Motion would simply be too painful if it were so in a game such as this.
I've wondered a lot if there is a very subtle motion blur in effect which may be further masking any remnant choppiness, but still cannot say for sure. There certainly seems to be an aggressive use of a depth blur, though (or a very aggressive mipmapping technique, perhaps?). Maybe a notch too aggressive, IMO. It is a useful effect, but needs to be just a bit more subtle. I can understand the intent of a photorealistic presentation where the subject (your car) is in focus and other depths are slightly out-of-focus. It would seem more natural if the other depths were just not that much out of focus as it appears in this game. There's also the trade-off whereby the image looks as if it is a camera shot, but somewhat betrays the sensation of really "seeing" the scene in those cases where the viewer is looking at something else other than your car (logically, that object should be in focus, not the car). So it was a creative intent decision there. This is in contrast to other driving games where everything is in focus (by virtue of the simple, straight rendering strategy). So anything you care to look at will be in focus as you would expect, with converse trade-offs as discussed earlier. Either way has its virtues, IMO. I wouldn't say there is a "wrong" way to go about it.