Eevee next dof looks heavily aliased

comparing same simple cubes scene in 3.6 and 4.2, and the dof looks aliased and edges bleed horribly. anyone else finding this? jittered sampling works for final renders, but its a shame that the interactive viewport dof has regressed like this.


Although the application scenarios are different, I have indeed noticed that the DOF in version 4.2 seems to have regressed in functionality. For example, the technique in the link below used to achieve a depth of field effect in Eevee that was almost as good as in Cycles, but now it’s completely ineffective! I really hope the official team can help fix this issue.