I know, I know Substance Products are owned by Adobe now. That sucks.
Nevertheless there is one brilliant trick that Substance Painter can do beyond the obvious task of Painting materials (which of course it does brilliantly).
With SP you can make a modest poly model look virtually identical to a much denser version by baking the normals of the denser model and mapping that onto the lower poly version.
-You have a hero model that for some reason you want to use at subsurface division level 4 or even level 5…but it just gets too heavy and renders too slow with those settings. In just a couple of minutes you can make a lower poly version with the high poly version normal map applied.
-You have scanned poly data that you want to use at high fidelity w/out slowing down your scene