On to more interesting matters, not even Digital Foundry is immune nor exempt from this.
As much as Digital Foundry can be helpful at times, they can get too pedantic on frame rate or exaggerate when a game is sometimes not up to snuff 1000% of the time with whatever frames per seconds. Calling Shadows of the Damned: Hell Remastered a "remaster disaster" is pushing it way too hard though. Or calling it a worse problem than Lollipop Chainsaw RePop is a damn lie. Did we forget about the GTA Remake Trilogy already?
Shadows of the Damned: Hell Remastered run mostly a 60fps, but the only time it doesn't in the darkness sections. Mainly the sections where there's no light shot to use the goat heads and you're just mainly running through a hall until you get the end of a door with white light. Even then, you won't notice unless you have a frame rate counter. Which the average person is not going to have on hand. I am playing on PS5 and I definitely didn't notice until the guy pointed it out. After I had already did three playthroughs. Otherwise, the game runs fine at a smooth 60 fps when exploring, during combat, or in cut-scenes. There are no game breaking bugs nor glitches that cause the game to crash either. There's still jank (the fun kind), but that's expected from Grasshopper games that ran on Unreal Engine 3. Not really the "disaster" they're talking about. Also, Red Dead 1 Remaster came out at $50, and there's worse frame rate problems with that, when actually fucking aiming! Why don't y'all go after that? Unless you haven't yet, because Luke Stevens did your job for ya.