When I Bake Normals in Maya, which is awfully slow, the result is fine. In Substance Painter "Industry Standard", there seems to be a Bug. At least after reviewing this for a couple of days: All hard normals on lowpoly, split uvs on hard normals. Baked with average normals in SP and Maya wit hdefault settings. I reviewed…
Also there is a huge chance it will look same ( like in painter) in actual game engine with hard edges even more revealing themselves at close distance due to SSAO , indirect illumination techniques , contact shadows, ray traced shadows . normal map compression and so on .