StingingVelvet: I'll never understand why people want these camera-mimicking effects in first-person games meant to simulate vision. When I look around in real life I do not see motion blur or depth of field the way games mimic them, plus when I quickly move the mouse or focus on one area of the screen my eyes naturally add those effects realistically, there is no need for games to simulate them.
It's probably my number one pet peeve of the last 5 years or so. Blur and depth of field are the first things I turn off when a game allows me to do so, unless the depth of field is used really well and in the distance like The Witcher 2.
You may find the piss poor, real time approximations annoying but I doubt you are naturally experiencing them in any realistic sense. You may refocus your attention with where you are looking, but its not like you are refocusing for distance. Its more of an attention blur as its harder to digest details the farther they slide into the outskirts of your vision. That said I don't think people really experience depth of field in the sexy dramatic way camera lenses do, and if we do it pretty hard to appreciate. But in the end you are probably right, it doesn't belong in too many games. Unless it can bring some genuine function to the game play, or is wholly unobtrusive, just leave it out and save the frames it costs. In a fast action game I could see it getting in the way. How exactly is the game supposed to know what you want to look at?
As for motion blur I suppose one could experience it if the game were running at a fast enough frame rate, but 60 isn't even close and I'm not sure 120 is ether,(I'm guessing 1000.) I actually find it kind of annoying in fighting games not having it or I am at least curious what it would look like with it. As it is I keep seeing each crisp slice of time and there are too few animations in fast strikes to convey what just happened to my satisfaction. If I were actually watching a strike in real life there would be blur telling me all of what happened in those quick moments. There is a lot of useful information for the brain in motion blur. I assume though, it must be done right and I'm not sure thats possible in real time.
To that motion blur is not all that useful artistically , and what I've seen of it so far is that performs poorly causing more trouble than its worth. However, I am interested in its potential to create a more authentic environment. I hate to dismiss the effect because we haven't quite figured out a good way to implement it yet. Both of these effects in non-realtime rendering appear to be wildly expensive. It may take awhile to do them any justice in a video game.