Gears of War is a Custom Unreal Branch but i can assure you this Unreals Performance improved significantly even vs some Custom Branches also based on Gears 5 input
Though my Data is D3D11 not D3D12 so you gonna see sometimes a absolute drawcall limit setting in
Lot of Layers you see are currently not changeable and Part of the Art Level Lighting Style, these things become the lowest denominator for now in the overall Performance overhead.
Which is heavily the Volumetric Light (which could become a problem in your 1060 case sometimes indoor level)
Though there is no real granular Graphics Setup yet lot of things are connected and not reachable individual at all currently.
So here some 1080p Performance DATA from my System (with everything user configurable disabled, not part of the Art Style)
Wallpaper (Kali and Merishya on their Way)
Boss Fight
Cutscene Im sorry
You can see Gears of War 36 FPS reached in a Cutscene with 2 chars on display
And you could reach that 50 FPS quality above here as well better lighting and optimizing the blendshapes
I guess i target for that 36-40 FPS that impresses you
Volcanoid
Goal reached with a bit more complexity per frame on display
I find a lot of the Devs current decisions around this Game pure shit it will exclude many users and lower the reach for Hollywood nonsense
lot of things also go high wire because of this hitting performance and you wonder where things suddenly get used which makes often no sense at all in terms of the post processing.
Like for Example, wtf for a nice closet it is so important to highlight it ?
Wouldn't it be more efficient to focus James ?
The Cinematic Cam system goes so often high wire never experienced this in titles like Skyrim or Fallout how buggy this is here in it's entire Logic currently.
It needs a lot of tuning and to be made smart reacting like a real cameraman would
Then there are things you just scratching your head about, like how the Torch integrates into the Gameplay Render Design
Ehh no
The New Combar reaction System seems to hang on the Animation needing to be finished, also not nice if you can't react fast enough and have all the time this pause in Combat after hit the delay feels way to long before input is possible again.
AI feels smarter than in Wild-Life but it often fails the same way as well, up to the point not even recognizing you in super close proximity, it is the same random failure mess as in Wild-Life currently.
The Consumption sequence cam also the way it is laid out on the post processing side is just to much really.
And again no separated control over it, it's being branded as part of the Art Style very arguable decision.
And yeah we all love Hollywood
Pretty much the entire current lowest Game Performance structure is in this Scene closeup