LootHunter: So, what's your tastes about game graphics?
Depends on the game. Obviously 2007 era games look more advanced than 1987 ones, but I don't find 2019 games to look better than 2009 games when they over-do the dumber post-processing effects and prefer the "cleaner" look of when they don't stuff 12x layers of blur into everything. Today's lighting in games often just fills every room with shader-based "glowing fog" because it's "cheap" in development time. In contrast some older games like FEAR or Unreal nailed down the (non shader) hand-placed lighting really well and can actually look a lot more "moody" for it. And art style always wins (eg, Crysis isn't 'better' than Bioshock).
As for individual settings, a lot of this stuff is subjective but some of my pet hates are (warning, mild rant incoming...) ;-)
Head Bob - usually looks absurd. Strapping a Go-Pro to a bicycle helmet and measuring how much it "jumps" ignores the two other bigger factors in dampening it out (eyeball movement and visual cortex filtering). Real-life : head-bob is barely a mild "flick" when your feet touch the ground on a full-on sprint and you don't even see it at all when walking normally. 1990's games like Thief got this right over 20 years ago in terms of subtlety. Others (eg, No One Lives Forever), have a slider allowing you to tone it back. Unless it's very subtle I always disable it.
Chromatic Aberration - The only thing CA emulates is something irrelevant to video games. Real life CA in modern lenses is extremely small, and you'll often only see it with heavy magnification related divergence (satellites, telescopes and microscopes, and much of that is corrected in software). Do you see the edges of buildings split up into red / blue with your eyeballs in real life? Of course not, because that's not how human eyeball works. Unless you're playing as a robot (eg, The Talos Principle) CA makes zero sense in a medium that's 100% rendered and has no light capturing cameras, which is what's required for CA to exist.
Vignetting - This one (darkening the edges of the screen) makes sense when 'showing' you that stealth mode is on (or looking down a sniper scope). Other than that, it's hardly the pinnacle of realism for your in-game avatar to walk around holding up an oval shaped photo-frame in front of its face to mimic having Glaucoma for absolutely no plot related reason...
Film Grain - Because "realism" = ageing defects of a non-existent silver-halide based 35mm film in a rendered game with no film... This stuff only makes sense in "historical" in-game cutscenes stored on film (eg, Bioshock Infinite's "Kinetoscopes").
Depth of Field - When you look around outside, trees a mere 50m away don't become massively blurred just because you're talking to someone 2m away. Static "Bokeh" photography art styles also translate less well to games where you need to interact with the environment without the developer knowing where you're looking at any time. Real life : Unless you have myopia, stuff in the distance isn't even that blurred, it's doubled (due to the nature of stereoscopic vision). Example : Go outside, hold up a finger in front of something distinct (eg, a lamp post 20-30m away). Look at your finger but keep awareness on the lamp post. It isn't that blurred, it's doubled. Now focus on the lamp post but keep awareness of your finger. Again, your finger isn't massively blurred, it's doubled. This real life 3D depth-of-field effect is something fixed distance 2D displays can't even begin to accurately portray, and using a lame "wall of blur" effect like an out of focus camera, looks far more stupid than a "clean look" of not having it there at all. Plus in real life, you don't even notice the effect as it gets seamlessly filtered out by your visual cortex (same way you aren't consciously aware of constantly seeing your "two noses" block the lower L & R half of your vision). I always disable this one.
"Eye Adaptation" - For me, this one is so dumb that it's actually taken top spot from CA. You've already got this effect naturally, ie, play a dark game like Thief at night, or a dark cave in Morrowind in a dark room and spend 10 minutes in a dark area, then suddenly move to a light one that causes the screen to glow much brighter, and your eyes will already be adapting. Why would you want to double up and add a second fake "layer" still limited by monitor contrast ratio, that's time-compressed by a completely stupid factor of 1000:1? Instead of being some "clever" and "immersive" effect, it just looks and feels ridiculous like a failing TFT backlight.
There, now that feels much better... :-D