I don't know much about 3D graphics and rendering. Oddly enough, I first learned about PBR when I heard that Metroid Prime Remastered for Nintendo Switch used PBR and still achieved 60fps, which is apparently an incredible feat for the platform.
But to help put it into perspective, can someone briefly explain what PBR brings to the table that last-gen rendering stacks in games failed to do? Also, was there a former widely-used standard akin to PBR, or was it more of a free-for-all? I'd love to have an entry-level understanding of how things changed for the gaming/real-time graphics industry with the onset of PBR.
But to help put it into perspective, can someone briefly explain what PBR brings to the table that last-gen rendering stacks in games failed to do? Also, was there a former widely-used standard akin to PBR, or was it more of a free-for-all? I'd love to have an entry-level understanding of how things changed for the gaming/real-time graphics industry with the onset of PBR.