What an artist does with that implementation is always another matter, and it will always be down to the artist to create a pleasing final result. Specularity is one thing I think artists gets wrong all the time. At the artistic level, games often deliberately go for a more cartoony look, too.
And the uncanny valley thing is very subjective, no?
https://docs.unrealengine.com/en-US/Resources/Showcases/Digi...
I think this is more than good enough for real-time games. Of course, you will probably say, "no that sucks, uncanny valley!"
One thing to notice here is that the albedo (diffuse) map (texture) used can be very crude/simple, as it is simply one small piece of the puzzle.
If you have looked at a video, or even screenshots, like the digital human ones, where the focus is solely on the subject, often close-up, that is very different to see it running in a game, where you are less likely to notice small faults.
These days, I think facial rigs and animation is the cause of uncanny valley, to a higher degree than skin shaders.
Can you post an example? All the fake skin I’ve seen is still marching into the uncanny valley (video at least)