I have two interesting examples that come to mind.
A. I used to be into photography, and I was a big fan of the Zeiss Otus lens. It has incredibly well-corrected optical aberrations, producing images that are almost impossibly perfect. Sometimes the results looked so perfect that you'd almost suspect they were CG. We're just so used to seeing photos with optical imperfections.
B. About ten years ago, a lot of games tried to make their visuals look more realistic by adding chromatic aberration in post-processing, deliberately lowering saturation, and making specular highlights excessively glaring. They'd introduce imperfections as a kind of seasoning for realism. (These days, though, I feel like such effects are used more naturally, depending on the artistic needs of each game.)
In other words, camera lenses pursue perfection and end up straying from our sense of realism, while games pursue realism by moving away from perfection. There's an interesting symmetry there.
One day I took a cruise in the car through the back roads and I noticed just throw bright and vibrant all the colors were and how usually in racing games realism is desaturation and glare and I had a what version of realism matters for games TV or real life moment