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.