This is shader emissive light, a geometry object which imports the geo of the light + a principled shader is applied to it,
the principled shader is blk and has no reflection or so, only it's an emmisive mat with a texture in emissive channel /
this is the exact same 32bit texture as the previous example.

Why are those renders so different ?
same texture applied, same intensity.
Are the textures from geo lights interpreted as srgb > not linear as default ?
or is there a gamma difference at default ?
the render looks washed out.
To me the shader applied to geometry with emmissive texture is the realistic one (highlights & shadows are defined),
and it feels more close to what i get in studio, but whatever i tried, i cannot get to similar result using the geo light :
geo light has samples parameter but shader light don't this is why i'd prefer to use geo light.