CircleDOF looks great, but we need more control over the effect. At least some kind of multiplier slider (scale slider should be re-used) would be useful (have already requested this).
zeOrb - just use very low Fstop value, then move the camera quite away from the subject and “zoom” in via lowering the FOV value.
Imo the reason why is hard to get good results from CircleDOF is that it probably works too much like the real thing, which in itself wouldn’t be bad, but in all these different game types it’s just sometimes unfeasible to setup the camera like one would set it up on a movie set (which probably shouldn’t be that big of a problem in cutscenes via matinee/sequencer). Generally the whole “realistic” approach to rendering seems a bit problematic exactly in ways the CircleDOF is great but problematic to setup in situations which are moving away from “realism”. Would be great if these features are done primarily for the “realistic approach” but wherever possible they allow to go over the top with slider values and offer “special” sliders which tune the effect in non-realistic but logical direction (logical as in what makes sense for all the non-realistic and stylized approaches to game visuals).