Lossless Scaling does so much more than you would believe.
The input latency hit isn't as bad as you would expect as it isn't holding frames in the game engine. Lossless requires the game to be played in a Borderless Window and the game runs, unmodified in the background. Your inputs are tied to that instance. Where you will get some latency is display latency as what you see is actually a reprojected window being displayed on top of the actual game.
The best thing about Lossless Scaling's frame generation is it's frame pacing. Once you lock to 1/3 or 1/2 your monitor refresh rate, making sure you can consistently hit that fps, then it makes everything smooth and you don't see near as many frame drops (if ever). The frame gen isn't perfect, but it is nearly so 95% of the time. It seems to encounter issues when displaying a panning grid (like a bookshelf or hatch pattern). It's certainly more benefit than hindrance though.
It also can be used on a high refresh rate monitor. I run 60 fps at 3x FG at 180hz and it is absolutely awesome.
Irony is I have a friend with a 4090 who gets inconsistent frames in GTA V; an engine limitation. He gets better frame pacing with Lossless Scaling than native high fps bouncing everywhere.
It also works regardless of whether its DX11/12 or Vulcan; if feels almost necessary for games like X4 Foundations where you can cripple any modern CPU when you set an increased simulation speed. As long as the game can run in a borderless window, it'll work.
... It also works on video, including YouTube. It does struggle with low res videos and when the YT overlay is on though.
One piece of advice though... Your GPU needs a little headroom for Lossless to do frame generation. If you are already 100% GPU and maxed out VRAM, it's not going to do as much good and base frame rate will take a hit. It's better to back off to stable fps then multiply up.