How to feel faster?

How to make an avatar or vehicle look and feel fast much like in some games, in my experience even if the 3d assets or object is actually travelling at a speed but it feel as if it is stationary until u distance the camera from the object and then you realize its actually fast, but if the camera is following the object say a car or a character, it feels as if its not moving very fast. is there a way to make or look or feel fast?

May I recommend 2 things:

  1. Paint it red. Red makes it go faster
  2. Put stripes on it

But in all seriousness, the concept of speed is pretty well studied. Here are basic tips:

  1. Increase FOV with speed. Wider FOV makes you feel faster. Pretty much all games do it.
  2. pull the camera in a bit. Similar story with FOV, but an extra trick in the toolbox
  3. motion blur
  4. trails
  5. camera motion. This is underrated and often forgotten, but if you have a biped (human) character, when they run faster - their motion becomes more frantic and less controlled, camera mimicking that motion helps sell the feeling.
  6. impact on the world - particle effects from heavy footsteps of dust clouds from tires, decals, physics+debris
  7. sound. Heavy breathing, heavy footfalls, engine revving etc.

I strongly recommend picking up a game that has speed in it and studying what they did to achieve that feeling

I would also add:

  • Putting stationary objects close to the path of the avatar or vehicle.
  • Making random objects appear and zip past, such as rocks.
  • Variations in the texture of the terrain you are traversing (especially useful on flat surfaces)
  • Variations in the surface of the terrain you are traversing (medium variations work best)

Many years ago, I was talking to a software evaluator from a big software, trying to sell him on some software I had developed. We got to talking about a recently released game that involved an airplane flying at low level and how they did such a good job of simulating motion. Although it was flying over a totally flat desert surface, the two things that helped convey motion were random rocks and cacti (interestingly, each item appeared for only a couple of frames) and the fact that the screen was slowly cycling up and down, as if you were riding a slow motion wave.

As Usnul pointed out, sound can plays a big role. In an airplane can have increasing wind sound. On a boat, you can have undulating splashing and silence. For a person, footfalls. You can add a soundtrack which conveys motion.

This is the fun part of programming - where you have a real chance to make magic through illusion.