I found  the node in Designer  that makes safe colors from input .  While how it behaves on whites is perfectly what I expected , its clipping on dark end seems a bit too extreme for me.  Nothing looks  kind of enough  black with this in our game.  Especially some artificial materials  of black nature. Always a bit washed out.     Wonder do people follow what that node does at  zero tolerance ?   For example  RGB 33,33,38  is too dark obviously .    The node also desaturates  too vivid  colors.   We did it before  modern advanced color transforms like ACES.  Seems a bit of redundancy now? 
                    
                 
            
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Maths wise, the low end is really the only thing that matters for diffuse .
( And metallics shouldn't ever be fully saturated ) sooo.. I'd make my own node
Anyway..
Assuming this node isn't crap...
If black looks wrong in game and you don't want to eyeball it, you need a rendering pipeline that can be set up properly -and then you need to set it up properly.
It is really, really hard to get this working when there's several teams of people interpreting everything differently, not calibrating their monitors, you don't have a colour managed material pipeline and you're working with legacy content.
It may not be worth it in the end...
Iirc the node supplied with designer lets you switch between the two - if you're on the 70 version it's probably clamping your values to what it sees as full black
Don't ask the AI stuff like this - it can't do sums and it recycles all the misinformation on the internet when you ask it questions .
The vast majority of people who write about the subject don't understand how it works and just repeat something they heard or read one time.
Those that do understand will always tell you that the correct answer depends on the specific implementation in your renderer.
If you're using unreal, follow the guidelines in their documentation. If it's a proprietary engine, find a render programmer and ask them what they expect you to do.
Once you've done that, it's trivial to make a validation node.
https://docs.unity3d.com/2017.4/Documentation/uploads/ExpertGuides/Dark_Dielectric_Materials.pdf
http://wiki.polycount.com/wiki/PBR
White paint for example should be no brighter than 240 or so. Snow is the brightest at about 243. A lemon peel is around 220,185,0.
I am very aware of color accuracy issues in real-time for e-commerce, being in weekly conference calls with many of the big players in the space. To control color representation, you need to control all four of those ingredients.
Here's a recent stab at handling the tone mapping end of things, for e-commerce needs: https://www.khronos.org/news/press/khronos-pbr-neutral-tone-mapper-released-for-true-to-life-color-rendering-of-3d-products