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Physically Based Rendering, basically the common pipeline of doing 3d graphics meant to mimic realistic materials In the abstract it's a wonderful tool with tons of support/research behind it, but in reality a lot of games would be better off doing stylized visuals (look at GG: Strive for example)

One of the things that sucks is that those stylized visuals often need bespoke crafting and hand-written shaders while PBR tools can just be yoinked and applied in hours, and game engines commonly include them as default (again, not bad, but the assumption of "realism as baseline" is the problem)

pbr... i respect it greatly at times, in the hands of skilled artists with a strong sense of art direction... but i lament the absence of a simple life of blinn-phong