I'm not sure whether they are all correct, but I'll give it a shot:
Blur radius:
Start a new scene, lower your camera to 2m and face it up a bit. Put a sphere with 2-3m diameter in front of it, sitting on the ground so you can see its shadow.
Render the sphere's shadow with GI 2/2, blur radius 0 and blur radius 10 and you'll see the difference.
It basically blurs the GI effect on the surface.
If you don't use blur the bounced light will have a sharp projection on its surface. It can result in a plastic/shiny appearance which doesn't look good on natural surfaces most of the times. Unless it is wet maybe.
If you increase this value the bounced light will be projected softer on the surface. It blends better and is also less bright.
Subdivision Cache:
the renderer splits the render in many buckets and/or subdivisions. Aren't buckets just subdivisions? Whatever...I think the cache just addresses a certain amount of memory to each bucket/subdivision. If you increase this value it will probably reduce populator errors I think.
At least, after increasing I lost many of them.
Supersample prepass:
this is somewhat difficult to explain but I'll try. I'm probably confusing GI relative detail with sample quality, but here it goes

If you increase GI relative detail, more GI light rays will be send/sampled by the camera resulting in better coverage of the captured GI. The GI sample quality determines 'the resolution' of the sampled GI.
As explained in the official announcement the supersample prepass increases the amount of image samples.
So the amount of GI sent/sampled by the camera is the same (same GI quality) but the sample-pattern is finer.
I can say for myself that this supersample prepass did make my rocks look smoother and softer.