This game is, I think, more CPU bottlenecked than it is GPU bottlenecked, but this is what I personally went with for decent visuals without going too far.
Frame Limit: 48Hz refresh / 24 FPS in performance menu using the per-game profile, Allow Tearing is on. Ingame Frame Rate Cap and VSync are off. Plenty of parts of the game can run at a higher frame rate, especially 30 FPS, but I wanted to try to claw back at least some small modicum of battery life where possible and have some leeway for potential drops below 30. The ingame frame rate cap has some choppy frame pacing so I avoided it.
AMD FSR 2.2: Ultra Quality or Quality
Model Quality: Medium
Shadow Quality: Low
Cloud Quality: Low
Texture Quality: Medium
Texture Filtering: Anisotropic x2 or Trilinear
Instance Distance: Medium
Fog Quality: Low
Detail Distance: Medium
Animation Level of Detail: Medium
Anti-Aliasing: None
Ambient Occlusion: On
Depth of Field: Gaussian
Depth of Field Quality: Quarter
God Rays: On
Bloom: On
Subsurface Scattering: On
Dynamic Crowds: Off
Hopefully this is helpful to you and anyone else who might come looking.
This game is, I think, more CPU bottlenecked than it is GPU bottlenecked, but this is what I personally went with for decent visuals without going too far.
Frame Limit: 48Hz refresh / 24 FPS in performance menu using the per-game profile, Allow Tearing is on. Ingame Frame Rate Cap and VSync are off. Plenty of parts of the game can run at a higher frame rate, especially 30 FPS, but I wanted to try to claw back at least some small modicum of battery life where possible and have some leeway for potential drops below 30. The ingame frame rate cap has some choppy frame pacing so I avoided it.
AMD FSR 2.2: Ultra Quality or Quality
Model Quality: Medium
Shadow Quality: Low
Cloud Quality: Low
Texture Quality: Medium
Texture Filtering: Anisotropic x2 or Trilinear
Instance Distance: Medium
Fog Quality: Low
Detail Distance: Medium
Animation Level of Detail: Medium
Anti-Aliasing: None
Ambient Occlusion: On
Depth of Field: Gaussian
Depth of Field Quality: Quarter
God Rays: On
Bloom: On
Subsurface Scattering: On
Dynamic Crowds: Off
Hopefully this is helpful to you and anyone else who might come looking.