Also if you look at the cave example content, they like to reuse the same 4 or 5 rock meshes and just rotate the meshes around. If you textures do not look good upside down, it makes then a lot less reusable and harder to cover up tiling. I know that example isn't the best for this particular texture. But imagine there was…
its a rock wall... i'll give you that. i'll agree that it looks like the original source image has a lot of lighting information already, which isn't good for a PBR system, since your diffuse/albedo uses most lighting info from your gloss/roughness and spec/metalness maps. it would be nice to see what your diffuse/albedo…