I always turn DOF features off anyway. They aren't "realistic" in any way and just server to blur part of the screen. They're an attempt to introduce a major flaw in cameras in to a game which has no need to suffer from that flaw. Your eyes never encounter depth of field effects as they are used in games. Granted, you *do* experience depth of field as part of your normal vision, but it is *never* present in what you are focusing on, and given that all but the center of your vision is amazingly blurry anyway, we just don't need it in games. It would make sense in a VR head tracking type system where your eyes are always on the center of the screen, but when you're playing a game, and look off center and it's arbitrarily blurry, it's just stupid. If I were whatever the character is and moved my vision over there, it's not going to be blurry at all, my eyes would focus on the new location.
The only place these silly DOF effects make sense are when your character is looking through optics, like binoculars, a scope, a camera, etc.
It also might be ok with eye tracking that always shifted the focus of DOF to where you are looking at the screen, but again, I know of no one who plays games that only ever focuses dead center on the screen and never looks to the side at all. That's what they always simulate with "DoF".