
Load up the included map in GZDoom and observe the opposite wall. A large patch of the center should be brighter than the rest. This wall has its "light" property set to add 128 to its light level.
Now, go into Options -> Display options -> OpenGL Options -> Preferences, and switch "Fake Contrast" on and off. You should notice nothing change, except that the wall is no longer bright.
Note that the other walls remain the same regardless, because a MapInfo is included which turns on EvenLighting for this map. It will work perfectly in software, as there is no Fake Contrast option.
Since EvenLighting and vid_contrast=0 do basically the same thing, I and others figured it was a bug. Note that I tested this as far back as 1.3.3 (r566) and had the same problem.