Thank you Rich for giving me an excuse to say what I think Physically Based Rendering is all about. In my opinion there are two separate things which both call themselves PBR.
https://en.wikipedia.org/wiki/Physically_based_renderingHistorically, "physically based rendering" was about rendering techniques. Path tracing is an example of a physically based rendering technique.
More recently, game engines made an important shift to using the same kinds of shaders and textures that had previously only been possible in non-real-time photorealistic renderers. Some people who spearheaded this in the real-time world were calling this Physically Based
Shading (PBS) because they recognized that they were not using true physically based rendering (although some game engines are converging on that goal now). Most people now call this PBR even if it only applies to the shaders/textures.
Bringing the game engine world into using the same kinds of shaders and textures as other renderers has made it much easier to share assets between real-time and non-real-time engines. The whole computer graphics world has benefited from this and there has been an explosion in the number of available assets and the tools to make them and work with them.
This has all fallen under the banner of "PBR".
And that's where we are today, with the term PBR applying to certain rendering methods (e.g. path tracing) but also some loosely-defined conventions about what PBR shaders and textures are. But there are some themes that are present in most PBR assets. Most importantly, they should react realistically to many different lighting conditions. When it comes to textures, you will usually see textures maps for roughness (or gloss), albedo (or base color), and either a reflection, specular or metalness map. Different engines/shaders prefer different combinations of these maps. You'll also see displacement maps, normal maps and bump maps. But these things were around long before we called them PBR, and they really shouldn't be called that, in my opinion.
It's ironic, but things like AO maps are actually the *opposite* of PBR, yet they have become associated with the term because they are necessary for game engines to make some assets look good, so they are bundled with assets.