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I would love to see something that's more like "Physically Based Eye Rendering" - rendering what your eyes would see and transmitting it through the monitor at the best quality possible, rather than rendering what a camera would see.
how would that work? To start off, eyes have much higher dynamic range than monitors
For starters, stop it with the depth-of-field and lens flare and chromatic aberration. At least for motion blur most attempts are at simulating normal motion blur, rather than the staccato motion blur you get from a shutter.

A cool thing would be to do DoF combined with eye tracking and focus exactly where I'm looking at the scene.

You can already do that, just look with your eyes at the monitor, you will see what your physical eyes would see when looking at things. Mind blowing.
I always thought it was amusing to see lens flare, which is axiomatically a camera effect, on first-person-shooters.
I think the primary reason is just that when you play an FPS, you are looking at a screen, which is the same as looking at the TV when you watch a movie. In this real world setting, your brain is used to see all those effects.

A FPS for a VR headset however should try to mimic the eye instead, because I think it'll be more apparent that those effects shouldn't be there.

The best video game camera simulation that I've seen described is the GDC 2009 talk "STAR OCEAN 4 : Flexible Shader Management and Post-processing" from http://research.tri-ace.com/ It's unfortunate that applying such realistic methods to such anime-like characters produces such a creepy effect (reminiscent of "real dolls" IMHO)

I'm not sure if the researchers at Tri-Ace are related to those at http://www.siliconstudio.co.jp/nex-gen/en/ but, I wouldn't be surprised.

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This is great, too bad the demo was too intensive for my laptop.
Why simulate all the flaws of real cameras? This doesn't add anything to realism imo.