To play the riff, you'd have to tune down either a whole step to D, or use a drop D tuning where you only drop the low E string to a D. That's actually the easier way to play this stuff for not-really-guitar players.
Other than that, I assume it's supposed to be a typical very heavy, distorted tone. So that would be played on the bridge pickup through a high gain amp. There's free amp sims which do this kind of thing pretty well and definitely better than Guitar Rig. The Ignite Emissiary for example. That's one of those that everyone uses who can't or doesn't want to afford a commercial amp sim from ML Soundlab, Neural DSP etc.
It probably includes presets that are in the ballpark, possibly something with "Thrash", "Djent", "Chug" or similar in the title.
EQ wise low cut either at 80 or 100 Hz, depending on the feel, and a high cut at 8k or so. Mids can be pulled out a bit (300-600 Hz, wide Q, depending on the voicing of the amp) to make it more "brutal", but don't go too far, otherwise the sound is gonna disappear in the distance.
Potentially problematic resonances to listen to: 800-900 Hz, 1k - 1.25k, 2.2k, 3.5k, 4.7k. Those are roughly the ones that can sound "whistly", "quacky" or "telephone-y" and can make a highly distorted tone a bit fatiguing. It's just gentle corrections most of the time though. Guitar tone shouldn't be carved up too much.
Nembrini Audio has free Overdrive/Distortion pedals - Tubescreamer, ProcoRAT and Klone Centaur sims to be exact. Use these before the amp to push the "tubes" to a real cutting, thick distortion and also tighten up the flubbiness.
I sometimes hear AAA movie soundtracks where they tried to add guitars to the orchestra and it often sounds totally out of place, weak, anemic and it just screams "we have no idea how this stuff works".
One of the "secrets" to these really aggressive tones is double/quad tracking. It's never gonna sound "right" with just one guitar track. You gotta play the same thing twice and pan one mono track hard left and the other hard right. If you're doing quad, the other two can be 70-80 left and right. We don't want any "imperfections" or "human element" or any of that bullshit, you gotta lay down the parts TIGHT. Aim for identical takes - it's gonna sound lively and human either way, but if it's not tight, it will be a mess.
If the tone has too much distortion, multi-tracking will result in a too mushy, flubby sound that has no definition and attack and loses the tightness which makes this stuff heavy. So it's better to keep the distortion to "just enough" and track the riff 2-4 times, it will sound fat AND aggresive at the same time (provided you played all the takes tight enough).
Don't overdo it with the low end on the guitars. The low end violence of that massive metal sound comes from the bass guitar. So why not do it right and add that in as well. A vst will have to do if you don't have a real bass. You can run that in two parts - one clean track and one copy where you distort the midrange. You can achieve that by either using a multiband distortion plugin, or maybe copying the clean track and hard-filtering the low and top end out and run that through a distortion pedal, the amp sim or even something like FabFilter Saturn, iZotope Trash etc.
That sometimes doesn't sound all too pleasing on its own, but this added mid range distortion lets the bass blend in with the guitars better while retaining a clean, big, fat, defined low end.
Finally, there's also a distorted synth in the audio example, so that might be fun to add in to the mix as well.