Light works in a linear way. Not in gamma. To change this value might please your eye or create something that you are after artistically, but in the moment you touch that parameter, the idea of natural light is just gone.
The problem with light and perception is, that it works in different ways. Humans have a tendency to focus on something and adapt to it. Any value above or below is then not perceived as is anymore. Add one light and the eyes adjust, and the twice amount of light is not perceived as double, and the more single lights you add the less it will be noticed. Think of hundred candles in a room, add one, might not be as effective as when we had on one to start with. I simplify here, but that is in a nutshell the linear light vs. human perception: Hence the Gamma curve.
Light on the other hand increases the intensity with doubling it in a linear way. This works in low light as in bright Sunlight, twice the source, will double the intensity.
So, if someone suggest to use the Gamma slider, then the only truth is, it is an aesthetically call, not something that has anything to do with real physics.
Think of the gamma as a curve adjustment, where the white and black point are untouched, and the middle value is moved. So far so good, some might even like it. But what is really the white point? Some might tell you something about, but it is not even clear to the people who write color science for the leading organizations, e.g., SMPTE. I took three course from one of them, so I was able to ask him first hand: Charles Poynton. There is the reason why most people think the highlights are just white, well, if one clips them at 100%, no wonder. But it goes even worse, which is not discussed by most leading people even. How does the curve continues after 100% or 1.0? There it bites the results, to give a short answer. So, just adjusting the gamma, not my taste of quality, nor my idea at all. Light has to be set, material has to be set and with the camera Point of view in mind, you get what you need, without messing with the gamma. If you stayed all the time in 8 or 16 bit, the distribution of values is relatively fixed, and messing with the gamma, even in the GI settings, might cause banding if you change your mind after rendering. Again, I pour here a lot of details, and I know it is not a simple theme, so my suggestion, focus on the light, material and camera, there the magic starts, not in the gamma setting, never has, never will.
Based on that, roughly a decade ago things started to change, and even textures in 3D changed. In the moment the gamma of an image were left in the scene, the rendering result might applied it again. Or even worse, the light reflected from that gamma based surface is of course “gamma-distorted” and if global Illumination bounce a several times around, the effect leads to the CGish feel, in a nut shell, to absolute incorrect (physical) results.
Cinema 4D is based on linear calculations inside, but of course, this can break based on user input.
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Home made accuracy: take the materials that you like to simulate and photograph it with a MacBeth chart from different angles, then apply the color science of the color chart to it and set up the material in the Cinema 4D scene as close as possible. This is not accurate, but certainly more often than not more accurate than eye-balling. Again, the human eye adapts and is adjusting to a most situations. It is more complex, especially with reflective and fresnel values… but that is not the moment to discuss here.
A hint, if you use 3rd part textures and they do not provide background information how they produced it, you are perhaps out of luck anyway.
Eventually—I go too much into details again, but if you like to pre-visualize anything, you need to stay in the parameters and dependencies of the game in the first place. Pulling a gamma, how to do that on a stage? ;o)
P.S.: just a note to my future self: https://www.routledge.com/products/9781138913684