"A light which illuminates objects at 80 lum/sr should be drawn at 3183 lumens/meter^2/steradian, which equates to a multiplier of 39.78 per lumen."
Somehow this never got me anywhere but I'm still curious to know if there is some real logic behind this of if this is a brutal hack that works only in one specific scenario. What is the correct brightness of a specular reflection anyways? The typical game specular reflection code doesn't take much of geometry (distance to light source, size of light source) into account so it can't look anything good at all.