Over one the three.js repo, we frequently get questions like this one: Too dark edges due to new IBL multi-scattering approach.
In short, there's a person saying that the latest updates to our PBR shader have resulted in too dark edges:

Compared to the previous version from a few months ago:

Maybe they are correct - but it's pretty hard to decide when looking at a disembodied white sphere.
Next in that post they link to a similar scene from BabylonJS. Well, that's just going in circles.
I want to figure out a way …