In this video CynicatPro talks about the Specular Workflow that should be of interest especially for game developers. First he starts with constructing a custom Fresnel node (using the Physically-Based Fresnel node developed in an earlier video).
In this custom Fresnel node he includes a group of nodes to remove the lowest fresnel reflection (F0). Why is it so important to remove this lowest reflection ? I mean why is this relevant especially for game developers ?
Secondly, this Metallic Rim ... is this because metallic rim can have a color different from the normal reflection ?
Basically I want to understand WHY he first creates a Physically-Based Fresnel node and then sort of "destroys" this Fresnel node to have the advantages of a specular slider.
Also why is this Specular Workflow especially important for game developers ? What would be the relevance for other artists ?
EDIT: I think it is not very clear what my question is about. I think I understand why CynicatPro makes this custom Fresnel node. He wants to have the full specular range from black to white. Therefore he wants to remove the lowest reflections at F0. I get that. But now - in my eyes it is not a physically-based fresnel node anymore. So my question is why would you want that ? And why would this be important for game developers and not for other artists ?