The DOF method in the article quoted is actually also a post process effect, just like all other DOF effects used in real time games. It's not efficient for an immediate mode rasterizer to produce DOF during rendering (it would require huge amount of geometry passes).
There are many games with (various quality) DOF effects in current generation consoles. I remember coding my first post process DOF effect on DX8 hardware. These new compute shader based DOF effects are of course better looking and more efficient than older methods. However there's nothing radically new in the new effects. You could implement a (DX9) pixel shader version of these effects, and it would look (almost) identical, but of course perform somewhat worse (prefix sum requires log n passes). High quality DOF in a console game would not in any way prove it has compute shader capable (DX11) hardware on it.
There are actually many other graphics processing tasks that benefit even more from compute shaders than DOF does. Many dynamic lighting algorithms (huge amount of local light sources) and many global illumination algorithms (for example light propagation in volumes) benefit nicely from compute shaders. But this if course depends on the algorithm. Some algorithms gain more than others.
No DirectX version has any build it support for DOF. You have to program your own algorithm for it. There are dozens of different algorithms that developers use, each with different trade offs. We do not use poisson disk blurring, but some developers do.
I doubt two WiiU games from different developers use the same DOF algorithm, unless they are using the same middleware. There might be similarities between algorithms that different developers choose to use, but implying that all WiiU games use the same DOF algorithm is likely not true. Some games might have extra GPU power to spend for high quality DOF, while some games might prefer to use those cycles for other purposes (and settle for a simpler DOF algorithm).
Agreed on both points