one of the major distinctions with games in particular is that a lot of times you are restricted in the number of bones/joints that you can use, also your setups can become a lot more restricted as well to work with particular engines. Some game engines are more forgiving than others. In most cases you want to reduce the number of bones that you are using for games to reduce the draw calls that and processor load.
With Comercial and VFX work they also may have particular restrictions based on the project. (working in games I have less information on this).
Getting back to IK snapping. One of the reasons that I find the sample that I provided in the other thread tends to work fairly well for me in a number of situations is that it allows for both a quick snap over 1 frame or a smooth blend over several frames.
Now if we are talking about IK|FK matching thats a slightly different story. Matching FK to IK is fairly easy. In Fact that exactly what the blend rig is doing behind the scenes.
Matching IK to an FK rig is nigh impossible or at least a right pain in the butt. The reason is that you constantly have to reassess the pole vectors to make sure your angles are correct. This is why I say nigh and not completely, as some people out there have done it. But it is a right pain in the butt. It’s one of the things that lead to the sample blend rig that I setup.
Just working with the rig itself once you get used to it after a bit, you can snap the IK pretty cleanly to the FK position then make minor quick adjustments to the pole vector to match it. In a lot of cases you don’t even need to do this. As one of the other options is to just position the IK arm at the start of the IK movement for the animation, then blend from FK to IK and vice versa.
It can keep things clean and simple for both animators and riggers.