Closest estimate I could find. On Youtube, you always find people uploading stuff, I typed "Avowed + i7 8750H". Both of your parts are newer and a tad better. By the way, some devs may consider renaming "low" settings to "efficient". Back on Crysis, picking low was an off-button for shadows, lighting, geometry detail, whatever you picked. Devs in general got a lot better with scaling, so that even on lower settings, the desired image is usually still there. Plus: Digital Foundry often run the comparisons. Sometimes, a medium setting is above console image quality, sometimes below. And occasionally, like in Indiana Jones, the RT lighting on Series X is more simple than on PC even when the setting is put to "low". The only setting on low that would annoy me here on Avowed would be the flickering shadows. But putting them to medium, even high, barely costs performance (see optimization guide).
I'm glad that in the past ~15 years, I was mostly using lower end-ish hardware (CRPGs et all rarely release as blockbuster games). Even when I upgraded to the 1050 Ti for Dishonored 2, it immediately tanked to sub 40 fps in the most demanding scenes on med settings (Machine House Entry, A Crack In The Slab with its time travel and multiple levels being rendered simultaneously). Actually, I'm currently trying an FPS lock in the driver settings to check how low I could go and still find fun. Why? I want to keep the 3060 and build a new machine only once the PS6 and its specs are out -- the PS6 is gonna be the base platform for AAAA games until at least the mid 2030s. Plus, 60 to 40 fps is a difference of 50% in extra performance needed for instance -- and that's way more than a generational upgrade brings today. Your 3070 was released in 2020. It's taken half a decade for the **60/Ti series to get (slightly) ahead.
By the way, 5060Ti/9060XT levels of performance are what's roughly build inside the PS5 Pro. Base PS5 experience is closer to a ~RX 6700 (non-XT). And Monster Hunter Wilds ain't that stable even on consoles as well. Seems like Resident Evil's RE Engine was never built with vast open spaces in mind, and brute forcing it is rather not ideal (see also Dragon's Dogma 2). All Resident Evil games since 7 themselves have been rather very light on the hardware...