Chief Blur Buster here (owner of BlurBusters.com; a popular site on low persistence gaming desktop monitors).
In late 2012, I told Palmer about LightBoost gaming displays, which helped inspire him on his low-persistence journey.
Motion blur math is:
1ms of persistence translates to 1 pixel of motion blurring during 1000 pixels/second motion
(assuming refresh rate synchronized motion: framerate==refreshrate)
This means 3ms persistence during 2000 pixels/second (one screenwidth per second panning) translates to about 6 pixels of motion blurring. This is much better than full persistence. Full persistence at 60Hz (flickerfree) translates to 16.7ms of persistence, so 2000 pixels/second creates 33 pixels motion blur. The only way to achieve 3ms persistence without light modulation(flicker) is to display (1000/3ms) frames == 333fps@333Hz. A a result, today's technology have to use strobing/black frame periods to lower persistence much like a CRT. Some high end HDTV's already do interpolation (e.g. 240fps@240Hz) as a way to do lower "full persistence" without using strobing/phosphor/blackframes. However, the Motionflow/interpolation and ultrahigh refresh rate techniques is not currently practical for video games due to input lag of interpolation or GPU power.
Good animation demo of motion blur from persistence -- http://www.testufo.com/eyetracking
Good animation demo of black period to lower persistence -- http://www.testufo.com/blackframes
Chief Blur Buster -- blurbusters.com