with the ubiquitous 2.2 gamma standard, the ratio between the brightest white and the darkest grey as represented in a game should be about 200000:1.
The standard for computer monitors is sRGB, which is very similar to gamma-2.2 overall, but extremely different when you look closely at the dark end of the curve. The darkest grey in sRGB is only ~0.0003 or ~3300:1 compared to white.
Some other standards of note are Rec.709 (Televisions), Rec.2020 (4K TV also brought in a new colour standard) and Rec.2100 (The fancy new "HDR" TV's...). Most console games will be authored with Rec.709 in mind rather than sRGB as the output colour space :o
One thing to note is that human perception of colour depends on how bright the background is... so sRGB displays assume that you're in a typical office lighting environment, while most of the TV displays assume that you're in a darkened room.
A lot of cheap monitors are actually only 6-bit, not 8-bit, and they use dithering tricks and adaptive backlights to achieve the same visual quality as a real 8-bit display, which means their contrast ratios would actually be less than what's theoretically required to display an 8-bit signal. Note that even mid-range monitors these days boast contrast ratios well over a million to one -- not a thousand to one.
Not sure about your numbers/units but I think you're right in the broad strokes. This is why "HDR displays" are the big buzzword at the moment.
sRGB displays (current computer monitors) are supposed to have a brightness of 80 nits (equivalent to 80 candles per square meter)... New HDR displays have a brightness of 1000 nits (1000 candles per square meter!), which when paired with 12-bit signals instead of 8-bit and new "gamma" curves, allows for much more realistic contrast.
Lux is a measure of how much light is arriving on a surface though, and nits (or cd/m2) is a measure of how much light is being emitted by a surface per angle. They're not directly comparable units :(
Also with your perfect albedo surface, it takes the 100K lux that's landing on it and re-emits it over the entire hemisphere, which divides that energy by Pi. A perfect mirror would not divide the energy by Pi, but would also not have any visible reflection of the sun from most viewing angles.