The problem is, that the A6/A7 engine do not operate with light ranges from 0-60000 but from 0.0 to 1.0. No matter what you do, you can only fake it, but you will never truly get HDR until it is being implemented into the engine.
"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
That is wrong Michael. You only have to render the lighting into a floating point texture and do some real tonemapping with it before combining it with the textures. -> You´ve got some nearly real hdrl. Nearly if you don´t split the range over the 4 texture channels, but if you do that you could even have the hd part perfectly.