man... updating to unreal 5.6 but did they do anything ? perf is about same what i remembered and cutscenes at beginning still stutter like crazy.
idk anything about UE5 so im guessing they should at least add shader comp step at the very start like every other game these days. Use new far field proxies, enable that "60fps console budget" option for lumen, clean up rendering pipeline and try to get more async, give option for triple buffered vsync  and disable VSM if its even used since aint no way this game uses nanite geometry for foliage.
or at least add DLSS 4, FSR 3.1, XeSS and some fake frames to smooth this out.
Low settings 55fps lighting looks broken
Medium 42fps shadows look broken
High 35fps looks ok but skin, hair etc shading look meh compared to
Epic 29fps
		
		
	 
Just give'em time, I've just updated to UE5.6 for my game and i already noticed massive improvements. One further explanation here is necessary by the way. When updating the engine there are 2 major factors involved... editor's improvements, which mainly effect the developer's workflow, and final production improvements which effect the gameplay and the gamers' experience with the game. 
Versions like 5.3 for example impacted the editor which was impossible for my laptop to handle cos' of sudden crashes when just opening a project in 5.2 which was a nightmare compared to 5.1 which was flawless to me, fast and smooth speially with shaders compiling. 
Almost same result with the previous 2 releases, 5.4 and 5.5, which improved the editor and introduced features which were the base for the improvements made in 5.6 which seems to me the real game changer, with a further improvement in so many areas we only need to time to adjust our projects accordingly.
You must understand how much more impactful the UE is on a developer's computer and work compared to the impact the same upgrade has on the final gamer's computer and gameplay. Some versions made me struggle more than others, often driving me crazy, slowing me down or getting me stuck... I, we all, go through a lot, specially if we have no budget and our resources are limited compared to the ones we wished to have at our disposal. Not to mention the fact not every developer starts a Patreon to get funds, I personally spend my very own money when I do't struggle to even just pay my internet bill. 
We do it driven by passion, most don't do it for greed, and our goal is to make gamers have the greatest gaming experience we manage to deliver. I'm a gamer myself, like I believe every developer out there, so I do understand the impatience and even critics {when they are constructive by the way, I always try to give constructive ones myself}, but we're all on the same ship. 
I hope I gave you and also other people a clearer visual on what happens behind the scene and how we {at least the very majority of us all} always try to do our very best as game developers. Our only flaw {I won't call it "guilt" because I don't think it is} might be we end up being too much ambitious sometimes, I certainly was when I started 4 years ago, but Unreal Engine and this 5.6 release in particular has become such a powerful too even some ambition has more chances to turn into something good and worthy the dev's struggle and the gamer's patience.
Best wishes and luck {and respect and support fo my fellow "colleagues"} to all of us in this crazy world of ours!
Cheers...