it seems to be the case that LS' resolution scale ONLY affects the generated frames but not the original frame. It makes sense though, since the original frame has to be rendered by the game's engine --I use no upscaling method in LS at all (if anything I'd use Integer Scaling, which I do in the Intel panel already).Interesting testing, keep it up!
I noticed this because decreasing the resolution scale via the original game's settings results in an obvious blurrier image in games that feature that option. But using the same resolution scale % in LS didn't make the image blurrier..
If you lock the framerate to 41fps and it's stable, you see the FPS indicator saying 41/130, 41/140, whatever, which means that the base game is running like a charm...
But to achieve that ideal 41/164 is a whole different story, sometimes the GPU can't keep up with the quality of the generated frames, it seems.
So I had to resort sometimes to decreasing the resolution scale of LS, which made me unhappy thinking it affected the game, but it doesn't. I didn't notice increased blurriness in games like FH5 and Bright Memory; Infinite.
This is a curious way to save resources without having the image looking like crap.