Well, here you are right about PBR, I did not write correctly, the fact is that the PBR term is very arbitrary and vague, I mean pbr is what is called false pbr in games these are materials on the textures BaseColor (Albedo), Metallic, Normal, Roughness, AO (Ambient occlusion), it’s not even that, it’s in the industry - there is Marmoset, there is Substance Painter (unity ue sketchfab etc), these programs perfectly create and use AO textures, and they mix it with diffuse light, most likely automatic, but the fact is that there is no any superfluous nodes known only to the blender, there is a slot for the AO texture, just like in game engines, and in any real-time rendering application except of course blender…
well, and the fact that nowadays low-poly models cannot do without an AO map, I just thought that blender is probably too versatile and not a mess of everything.