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Yeah that does do a similar thing. Probably better to use that for now.
I'd have to play with it more and do some research as to what is going on with each option to fully understand the pros and cons with each method. Checking the auto-smooth does allow you to go back though if you need to so it would be a safer way of getting it to display properly in Blender. My way would change them permanently once you couldn't undo anymore or close and save.
If you are exporting it out again for a game engine or something, you may need that auto-smooth back on when you export. Depends whether the edge normals were setup up like that intentionally or if it was some import or export glitch.
Edit: So just remember you turned the auto-smooth off in Blender, because if something does look weird again if/when you get it back into the game engine this might be why.
If i remember correctly, some software and game engine use custom vertex normals for tweaking the shading across faces. If this is an import from other software it might transfer over to blender where that stuff is better done with edge mark or edge split modifiers.
Good call!