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The GE computes these powers as exp2(e * log2(x)), with log2 and exp2 each a straight line between powers of two (Mitchell's approximation), and only uses the top 4 bits of the specular coefficient's mantissa. Through a highlight's falloff a true pow is 10-30 steps of 255 brighter at the exponents games use. Measured in gpu/lighting/specular. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
To get to 100% compatibility, we will need a software renderer as there are games out there that do tricks that can't really be faked in a sensible way. Useful for homebrew too that mix sw and accel rendering.