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
I completely agree. You buy Photoscan for the SFM, and it's outputs.
Going too far down the routes for making assets you'd use straight out of Photoscan would seem like a waste of the devs time.
For rapid prototype work the basic tools are already good enough, and for re-working to high quality assets the meshers and tools are already pretty good too.
Not to say there isn't room for improvement, but I hope the developers don't spend too much time trying to make magic bullets, and instead focus on really useful usable SFM features that allow you to get more from your input images to begin with!
In the end nothing is fire and forget, and get good results out at the end. Go laser scanning with ?30,000 scanners, or GPS based helical scanning, and you can suffer from problems still.
Every approach has its pros and cons, and all have problems no matter how good the equipment or conditions are.
SFM and the Agisoft software are excellent in my view! So much so that I've just bought the software. Now for a UAV haha. Maybe a large mono-pod will do for now!
Thanks
Dave