I realized the heat and IR mapping, as well as the reflections. I don't see PBR like maps though, or anything that could be compared. So the rendering engine is definitely not PBR. It's the old specular arrangement, enhanced by DX11 capabilities.
I don't gripe about it though. We can design in PBR and burn the most relevant maps (e.g. AO) into the diffuse or specular maps, and the bump mapping is just the same. So at least it looks somewhat like PBR and designing in that workflow is really interesting and can produce spectacular results, I must say.
I'm sure at some point down the road the engine will switch to PBR and all is well. Taking the sim toward 64bit was more important, IMO.
Cheers,
Mark