Denuvo itself, if correctly implemented, has minimal impact. The thing is most games call it too often or wrongly implements it, which slow things down considerably.
That may be the case, but doesn't change the fact, that games run better without Denuvo.
It also doesn't change the fact that the activation limit is stupid as hell when you are using Linux and every Proton change counts as a new activation.
As far as I know Denuvo also hinders the development of native Linux builds of games.
And if you see video games as art, Denuvo actively stands in the way of preservation.
Obviously it is anti-consumer as you can't do backups, need constant internet convection, if any part of the chain breaks you are screwed out of your game, it hinders mod developers and so on.
If very many developers integrating Denuvo are making errors with it, it's because of Denuvo. Their documentation is insufficient or their interface is poorly designed or something. Or maybe their code really is just shit. Most likely some combination of factors. Regardless, I'm not letting them off the hook; this is still their fault as much as it is that of the companies choosing to use it.
Yes, I think you’re right. Games perform better when they call Denuvo less frequently. Therefore, for optimal performance, games should call Denuvo 0 times.