What is a true PBR Material and what is not?

heh, you could have expected me to reply to this.

Again I am going to link you to the same content as in the previous post:
Also read up on PBR Imgur: The magic of the Internet DONTNOD Physically based rendering chart for Unreal Engine 4 | Sébastien Lagarde Tutorials & Resources | Marmoset etc.

PBR has a few differences.

  1. There is no diffuse, only albedo.
    they are almost identical, but in an albedo there can never be ANY shadow information.
    So if you have a brick texture, and you see some shadows underneath those bricks… its not albedo.
    Dontnod has some additional reading stuff: Game environments – Part A: rendering Remember Me – fxguide

Metallic is only a 0 or 1 value (or a black/white mask texture) to tell ue4 what surfaces are metal, and which are not.
Roughness tell ue4 how smooth or rough the surface is, and how light reflects off of it.
specular is not needed in most cases, roughness does most stuff for you.
For diamonds and other reflective stuff it can be used, but you wont miss out on much detail.
Base color needs Albedo textures, not diffuse.

thats basically all you need to know, but unless you dig into all that documentation and keep practicing, you wont get used to PBR, which is fairly simple to achieve once it clicks in your brain.