Funny thing is many successful games use LOD, HDR, blending animation systems to enhance quality based on the same rules (CSF) that ultimately push for high fps like Uncharted, GTA4, Crysis.
The understanding on these fundamental rules improves the budgeting of a project in terms of predictable problems, the need of motion blur, other blending systems to compensate the low fps or use this info to ease the computational burden to achieve a good presentation. In a way much is already done but in separate, collaborative but not integrated or well understood way.
BBC in 2003 defined settings to provide film look even at higher fps digital cameras:
Film look is not only jerky motion .