smoother 2D scrolling in MS-DOS mostly
for MS-DOS 1-2 MB were enough for most games.
For Windows games, 4 MB and up was necessary, especially for 3D.
It's interesting as CRT monitors did indeed offer a great number of different refresh rates compared to 60 Hz TVs but that didn't actually result in increased fluidity on the PC as the PC wasn't particularly well suited to moving tiles around at high frame-rates. 2D games were generally pretty choppy on the PC up until 1994-ish or so and, even after that point, a lot of them still suffered from issues that weren't present on consoles.
I know, I was there and was desperately trying to match console 2D performance on my PC. There just weren't many games that could pull it off and those that did (like Jazz Jackrabbit) did so with severe sacrifices (very simplistic backgrounds, for instance).
When console games WERE ported over they either had performance issues or super high requirements.
Of course, other non-x86 computer hardware was much better suited to this type of scrolling. Amiga, C64, and the like were all very capable in this regard.
It should be noted that the approach to 2D on 3DO was similar to the PC which is why, despite its faster overall hardware, it struggled to handle 60 fps 2D platformers. Gex, for instance, ran at 30 fps with serious slowdown that dropped it well below in many cases. The games that could deliver smooth performance were rare. Shame everything was output in interlaced mode (despite being internally handled at 320x240).
Maybe but you couldn't have a full frame at 60 fps so I guess it depends on how you interpret it.
As others have noted, this is not a good way to look at it.
More importantly, it's not relevant to this thread. After all, the OP was specifically talking about 8 and 16-bit games which *DID* output in progressive.
When resolutions increased we moved into interlacing due to limitations of TV technology but that doesn't mean what you see will appear as anything other than 60 fps.
There are examples of games which render 60 fields per second which actually DO take advantage of interlacing to increase performance. They still visually appear as 60 fps but there are artifacts, but most games from the PS2/GC/XBOX era rendered internally in progressive scan regardless of what was output on screen. Many PS2 games can be forced to output at a full 480p (any game that wasn't using field rendering, basically).