The Aniosotropic filtering is high?
(Oddly, it’s usually 2x, 4x, 8x. Rhino has a funny way of reporting it.)
Unless you are doing long hallways, or close-to-far outdoor scenery, aniosotropic filtering probably can be lowered to say, 2x, or even disabled. On lower-spec systems, Aniosotropic filtering hits your GPU hard, and it’s not needed for Ghosted previews, nor final rendering. Aniosotropic filtering is an advanced texture-mapping technique beyond Mipmapping, that reduces artifacts in distant, angled objects, whilst keeping the textures sharp.
You have 4X Antialising, you might be able to lower that, as long as it’s not too jaggie-looking. If you have a 4k monitor, then you shouldn’t need to run much antialiasing.
You can special-case Rhino in the nVidia panel, and go though the settings, making sure they are what you want.
Also, in Windows Laptops, Microsoft replaced the Optimus system for selecting GPUs, likely so they can blockchain mine in the background. Anyway, the desired GPU must be set in both the nVidia panel AND the Windows Setting GPU panel. From the settings menu, you can type GPU in the box to find it, then set the preferred GPU. I recommend doing it in both. Both later-patched Windows 10, and 11 have a setting for this.
Also, you might check the computer and nVidia power settings, to see if they are appropriate. Also, later nVidia drivers have a low-latency mode. Lower the pre-rendered frames to as low as they will go.
I am curious, how are you cutting what you are working on?
Is the slowness you are seeing, all the time, or only while doing certain operations?
Also noting: if you are trying to do a Boolean subtraction for (poly)surfaces that have barely intersecting or self-intersecting faces, that might be an issue. Rhino usually does subtractions pretty well, though. An example of that is like trying to subtract from a large sphere, one that is only very slightly smaller, nearly overlapping. Another example of a difficult Boolean is to take 2 rectangle boxes, make them very long, tilt one a fraction of a degree, immerse it into the other box, and try subtracting the nearly asymptotic situation.
Generally, I suspect that the higher your tolerances, the longer the Boolean will take, and the more complex the result will be.
Also, if say, a vertex on a box has been tweaked, and the surface is no longer flat, then it might then create a self-intersecting object when another object just skims it. If you move a single vertex on a box in any direction, the surface is no longer flat.
[BTW, I reversed engineered a machine using a Lenovo X220, with a Intel Integrated (cough) GPU (which is not even feature-complete), though it’s not recommended.]