While modeling I’m avoiding triangles and ngons and tend to use quads wherever it’s possible. But at the end, since the model is a game asset and it needs to be well optimized in order to run smooth in realtime engines, one of the way to judge the level of mesh’s optimization is by knowing it’s triangle and vertices count. This way, other artists and devlopers can asses whether the model meets realtime standards.
This is a well known depth of field feature. You can find it under camera settings. As for my focal length, I’m using an empty object placed at the desired position to act as my focal point.