The old one was a mess, it was a DOF effect being applied selectively to anything that was moving over a certain speed, hence it looked like mud and had a weird cut off.
We had a full DOF command back then too, but no one used it because it raped FPS & (for the time) had hardware requirements most players couldn't keep up with.
People tend to over complicate the effect & make effects that guess what should be happening, but it looks wonky and can be pretty heavy on hardware. Simply buffering the previous frame & using it to create a blurred after image is all that's needed - exactly what video editing stuff does.
(except video effects have to calculate everything to figure out what's moved between frames hence it's slow, not something we'd have to do)
It's perfectly doable in realtime.