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SurgerySuccessChanceFactor is a bed stat, the light level on the bed determines the value. When ideology came out, pawns who preferred darklight still needed to light the beds to get max surgery success. At some point since then, that appears to have been fixed (I didn't notice until just now so I don't know how long ago it was fixed, the wiki hasn't been updated for it either). SurgerySuccessChanceFactor now has <ignoreIfPrefersDarkness>, and the darklight preferred precept adds <prefersDarkness> to colonists.
Here's the part where it becomes uncertain. The dark vision gene has <ignoreDarkness>, not <prefersDarkness>, and there is no mention in SurgerySuccessChanceFactor about <ignoreDarkness>. There's also no mention in move speed or global workspeed about <ignoreDarkness> either though. So whatever mechanic that allows the dark vision gene to bypass the normal darkness related penalties is not immediately apparent in the XML and I can't confirm if beds require light for them or not.
Probably not though. They made the mistake in ideology and fixed it, so they probably didn't make it again in Biotech. <ignoreIfPrefersDarkness> probably also checks for <ignoreDarkness> in the game code or something, though I'm not sure why they would use different variables for this.
So after ~200ish hours playing with Dark Vision pawns, here is my experience;
while I dont think that they get a bonus from being in the light, I do think that they totally ignore the penalties to mood, aim, and movement speed while they are in the darkness.
For only 1 point, it is really a great little gene to consider, and can easily be offset with something like Psychically Dull.