Yes.
Extreme draw distances:
large open-world games or those with very long, content-intensive environments need to resort to tricks to unload parts of the world that are not visible or quickly accessible. Extreme draw distance can mean keeping orderS of maginitude more objects resident, which could mean a lot more materials loaded, more draw calls, more VRAM usage, or more swap.
Higher resolution shadows:
Hard shadows tend to look bad, soft shadows tend to perform bad, and worse with more lights. It takes a lot of deep GPU knowledge to do these in a visually convincing and high quality manner. The difference between "good enough" and "perfect" will easily cost you double digit fps at a minimum.
Full quality textures:
As with the draw distance caveat, implementing LODs is rather work-intensive. Some people will tell you that you can automate it, and they're half-right. If you are looking for top-notch game quality, that absolutely does not cut it, but if you're not trying to go the extra mile it can be serviceable.
Games are super inconsistent in how far they push technology vs push the art, but there is rarely a "turn the dial to 11" knob ready to turn. The production requirements and technical limitations mix in unpredictable ways.
Other times, games push ridiculously far in certain directions that later become mainstream, and execute well enough that, after they are copied into other mainstream games, they feel deficient - not in spite of their success, but as a direct result of it!!