Have to agree with Andrew here, Photoscan, like Mocap/Facial rig isnt ever going to be magic bullet, solve all problems and spit out game ready assets.
However, it can produce at least in case of characters, good base with proportions, colors and fairly detail geometry (pending on your setup). If you are working on realistic (believable) game where you need real world architecture, characters, vehicles... Photoscan is the way to go and blows 123d big time.
Making game ready assets is something that needs time and work no matter are you using scans/sculpting or what ever approach.
From my experience in gamedev, finding artists to do retopo/bake/mesh lods.... is much easier than finding artists to do sculpts in quality you would get from 3d scanning and time needed for person to do sculpt/texture is much higher than to do actual scanning.
Admir
Autodesk wont be spitting out game ready assets. Yet. I believe that is their intention
Game assets are, and will always be, about efficiency as well as looks. For that reason I don't count on, I don't even want my photogrammetry software to build game ready assets for me. I will always be able to build assets that look the same but take, say, 15% less triangles and 15% better UV fill ratio and 15% crisper textures. And I'll always prefer to go the extra mile to gain few additional frames per second so the game runs smoother.
Having said that, I can certainly appreciate good tools that get me as far as possible with as little hassle as possible, but since functionality like smoothing out noisy mesh, building retopo or adaptive decimation already exists in other programs, I encourage Agisoft to keep improving speed and quality of photogrammetry-related algorithms first, and only when that is as good as it gets, to focus on further steps of asset pipeline. Actually increased precision, lower noise of reconstructions and better texture blending (that would pick sharpest photos for texture generation) would go a long way towards speeding up further steps in the pipeline.
-Andrew