... That's pretty interesting conceptually... I've seen FOV adjust based on speed to emphasise the feeling of moving fast before without having to actually do it, ...
Well, I don't like the changing FOV for faking higher speeds, it distorts the
perspective in some odd ways.
... but not DOF (probably as things like dynamic post processing Bokeh are relatively new).
I'd be interested to know how it works - I have a feeling it would be hard to get enough of an effect for people to see its happening but not so much that it becomes impossible to read the upcoming track any more, given how blurs in practice end up in a very binary "I can see its blurred" or "Is that blurred?" state
I imagine putting the DOF in front of the player with some distance between
the player and the near-plane of the DOF, such that objects coming out of the
DOF towards the player become progressively more defocused. Likewise with
object beyond the far plane of the DOF. The depth of the DOF and it's position
can be varied according to some parameter like speed, action etc. So for
example, if you're at rest you can see quite sharp from your position a couple
of meters into the scene until looking beyond the end of the DOF where the
objects become defocused more and more. With increasing speeds the DOF's
near-plane can be made to move out to defocus close-by objects not being of
any importance any longer because you start to focus more on the action in
front and at a distance away from you. Don't know if this will work or makes
any sense at all, but hey! Lot's of options to try.
[
Edit:
That is to say, using a defocus will separate the (currently) important
parts of the scene/action from the unimportant ones. That way you can make
the object of interest stood out from the background as well as from the
foreground as is it usually done in photography.]
My idea is to start out with a low-res pixelized defocusing blur to fit a
certain retro aesthetic I envision which automatically makes the effect much
more visible, perhaps annoying when seen at rest (like low-res textures).
However, when moving faster these pixels gets blurred anyways by the TV and
eye to some degree.
The technique itself is actually pretty simple, it's basically an application
of the so-called thin lens equation relating object distance, image distance
and focal length together. The tricky part is on how to get a fast, good, and
reliable implementation.