i have a reasonable 4k system, with an Asus Prime x470-pro (pci 3.0), Ryzen 9 3900x, Sapphire Radeon VII (16gb vram) with 64gb ram...
most games do fine breaking the 60hz minimum i need for my screen at 3840x2160... unless it's ED:O on planetary settlements at sub 10fps...
What i've noticed is that texture mapped shaders with alpha channels combined with environment lighting are causing the processing bottlenecks, especially "billboard" style banners in stations, flame & particle effects shaders in settlements as well as texture edge masks in settlements - everything else is fine for me in terms of performance...
with AMD only releasing vulkan raytracing support for doom eternal last week, i'd imagine it's going to take some time before these really nice ED:O reflection and lighting shaders get proper vendor support, can't speak for the RTX cards, but AMD is pretty bad at consistently delivering stable driver updates so i'm using an older WHQL driver version supported by my mobo vendor and it's perfectly fine - the newer drivers tend to cause driver lag and crashes and if incorrectly installed break ED:H lighting and shadows all together... it's all very confusing if you're not a "Tech Expert" or "OC Enthusiast"...
still incorrigible though that the ED:H engine runs at 120fps+ consistently and still looks by far better than ED:O... if fdev had just added planetary atmospheres and some upgrades to stars/gas giants to the old engine i'd be happy.. it seems a level of complexity was added to the ED:O engine that for some reason hasn't led to the desired results...
still happy to play ED:H, it's looking really good these days... i know i don't have the level of expertise to say this but they should have just stayed with the old engine set up and built the ED:O improvements into that - still struggling with the gamma / colour table is sad as hell...