Well, to be fair, those were on stable game engines. Also older SD render pipelines. Subnautica is Unity 2017.2. AI-Girl is on the earliest alpha HDRP release (forget the exact version but it's something like 2018.2.12p3) which has since been updated multiple times to 2019.2.7f2, which is far more stable but still unsupported beta. Ergo, this was on cutting edge software that was not an official release version. Also, their coding shows they are still in the process of learning Unity (coming from a second year Unity student) as it is very sloppily done with a ton of redundant code, and very very poor CSharp optimization. They are coding like one would on Unity 4.5 (2012) or something. The current version of Visual Studio freaks out about their CS scripts and won't let you save them because it throws so many errors. The post-processing in HDRP is phenomenal but tricky. They made a bunch of errors editing one thing then breaking another. Instead of fixing what broke or using another method to edit what they were editing when something else broke, they overwrote the broken thing in a new script. Do that a couple hundred times and you have a lot of oddball issues. Also, the "choice" system for the girls is a bit to complicated. I know they were going for artificially intelligent, or the appearance thereof, but they made the code clunky and overburdening the CPU/GPU of the host computer.
Also, just a note... Bethesda's 2016 release of Doom runs at 35FPS, your graphics card can put out more frames, but that doesn't increase the rate in which the engine refreshes the screen. Unity 2017 is hard locked by the engine to 29.88FPS, so Subnautica never gets more than 30FPS. Sure your graphics card can give more, but again, this doesn't effect what you see at all (except on 2K-4K+ resolutions you may see slightly better color and light depth at distances, but it's really barely noticeable) since that is limited by the game engine. Your hardware may be capable of greater, and likely is, but the FPS number you see is the internal GPU stream rate not the physical screen refresh. You can "see" this a little better by switching between the lowest and highest Hz refresh the screen can handle. If you have a higher end 12bit color 120Hz monitor, you can actually get 120fps IF the game engine can output such. Right now, aside from some custom proprietary game engines, no one can make a game that actually exceeds 30fps at all.
I know what you are saying and understand your complaint... However, if you are getting 40-60fps commonly, you are loosing no valuable game performance on this game at this time. I try to overdo the graphics as far as I can to make look as good as I can and keep it commonly above 30fps. Set 30fps as your target. Especially considering that the most taxing graphics are the animations and those are locked at 27.5. I know that fast action games like Doom can still benefit from smoothness of play at higher internal FPS, but since you aren't dodging projectiles or incoming attacks, an additional 20ms reaction time really garners no benefits. Hoping you understand what I am plugging at.
The only way this would have any real benefit would be running the game at 1.5 or 2 times speeds (with the mod), but then everything is sped up including dialogue, voices, and animations, as well as the girls negative effects.