PBR: Implications for texture creation?

Yeah, I tested some of their stuff in UE4 and I am sorely disappointed. In particular, their using a specular map seems to contradict the general rule explained by in this thread, and even to a layman person’s eyes (myself), the result seems really subpar.

Either I am not doing it correctly or their product are not suited to UE4 despite the big “YES! Our textures work with UE4” on their homepage.

Also I am confused by some of the things they’re saying in their latest UE4 tutorial (how to set up a metal mat in UE4) where they say UE4 deals with Albeido maps in a different way compared to CryEngine or Unity. What did he mean by that? If I look at diffuse maps for UE4 starter pack material (which really are Albeido maps, right…?), it looks comparable to examples of Albeido maps I have seens in the reference material pointed out in this thread, except maybe a bit less desaturated… Aren’t they overdoing it?

Look at this for instance:

Edit: I guess I found my answer for the specular map…

Says (artisaverb.info)

“if your asset is made completely out of dielectrics, which happens often enough, you don’t need a specular/metallic map altogether and can go by with just a float value instead of map.”