Hmmm, I think I have done it once for an effect. The workflow was really not that straight. I was emitting particles from a ground mesh. As a first pass, I was writing a weight map on the geo based on the camera move, setting value of 1.0 for all vertex in fov and 0 for non-visible. Then I froze the weight map. And in the sim, I was filtering the emission by this weight map.
But there can be other simpler ways around it depending use case scenario. One way that I think of right off my head is to delete particles not in view. But this can be time consuming if you have high particle density and only a small part of it visible to fov.

