remark]
Ostsol said:
I'm still unsure. . . As I intimated, film directors use it to focus audience attention. In a game it is the player who needs to choose where to focus his/her attention, making it entirely inappropriate to force such a thing on the player. The only instance I can think of in active gameplay where depth of field would be appropriate is in skyboxes, which are meant to provide ambience and not distract. As such, it would be appropriate to blur it (as is already done in many games).
You are right that the any game using DOF must not use it in game to force the player (at least if a first-person shooter) to look at some certain point, but as I said, it could be used as some special effect or when using sniper rifle etc. I think it's more up to who will be creative enough to use DOF as something else than DOF as we know it.
I think RavenShield has some very neat post processing effects. When you walk into tear gas, the whole scene is motion blurred, and it is actually quite difficult to hit anyone. The flash bang "burns" an image on the screen and then starts to fade out (+ you hear that high pitch noise!). And more.. It's all up to how you use such effects really. As time goes by, cards get faster, we will see more and more of those post processing effects. They look very nice, and gives a great "finalized" touch to the game.
3DMark03 uses DOF and "bloom" as post effects.