Actually targeting and hitting 60 fps at this fidelity is something The Coalition deserves huge props for.
I find it SO much more impressive than so many 30 fps titles for that reason. People tend to forget but 60 fps is so much more than input latency.
1. Animation fludity is markedly improved
2. Camera Pan stutter is markedly decreased (yes, I can see this through the toughest of motion blur even)
3. Display ghosting is decreased
4. Eliminates the half-refresh display ghost on a 60hz display
5. Improves edge quality as temporal AA samples are spatially closer
6. Vastly reduces temporal AA ghosting and artifacting
7. Improves the spatial and in-motion quality of any effect that uses temporal data (basically all effects in AAA games do that these days)
60 fps makes this game look as bonkers as it does.
More importantly IMO, from a technical achievement perspective, is that it's not "twice as hard" to render 60fps vs. 30fps. It's more like 2.5-3x as hard.
At 30FPS, you have 33.3ms to render everything
At 60FPS, you have 16.6ms to render everything
But that 33.3ms or 16.6ms isn't entirely devoted to graphics rendering or animation. There is also a good chunk of that time devoted to other things which are constant regardless of frame rate.
So (just spitballing here), if that "other stuff" takes 7ms, then that leaves 26.3ms at 30FPS, or 9.6ms at 60fps.
So in that purely hypothetical / made up example, it would mean at 30FPS you have ~2.74x (26.3/9.6) the amount of time to render the frame compared to 60FPS.
Nothing is this simple to calculate of course, but this kind of math is what always impresses me about any developer who manages to achieve 60FPS games on console.