Variable FPS in digital video is a very recent thing - it won't be present on something as far back as the PS2. what is it? 24.97 or something? Anyway the FMV will conform to the old SD standards, I'm 100% sure. For NTSC, the FMV is gonna be 29.97 and for pal it will be. Internal FPS for an FMV is less pertinent. However, the in-game fps value (like 20 for SoTC when it's running at 100% speed) would still be useful, and IMO that's what this bug is really about. So this would at least clear the confusion about the FPS value. If currently we display "FPS: 59.94" for an NTSC title, then it should be "Speed: 100%" instead, and if the current fps is 25 on a PAL title, then it should show "Speed: 50%".
![pcsx2 emulator slow fps pcsx2 emulator slow fps](https://i.imgur.com/Ia3kl7w.png)
IMO we should change the "FPS" title to "Speed", and the change value to the current fps value divided by the display mode's inherent rate.
![pcsx2 emulator slow fps pcsx2 emulator slow fps](https://i.ytimg.com/vi/mbH77C5idsE/mqdefault.jpg)
PCSX2 EMULATOR SLOW FPS UPDATE
For cases such as SoTC which can show 60 FPS but actually update the screen as low as 15-20 times a second (because that's how the real PS2 does it) is even more misleading, and this is where "internal/in-game fps" would be more useful. However, I think that interlacing is not the only issue. The Weave and Blend methods, however, do end up with 30 screen updates/s.
![pcsx2 emulator slow fps pcsx2 emulator slow fps](https://user-images.githubusercontent.com/24255719/62426423-1345ec80-b6bb-11e9-94a8-905c93d0abb4.png)
Interlacing might be the issue on some cases, but at least some deinterlace methods (In PCSX2 - the bob variants) double the rate such 30 frames/s end up in actual 60 screen updates per second.