Once again a pretty obvious 2D radial blur solution.
Here's a hint: if the light source is right there on the screen, it's almost certainly fake. It can work even if it's just a bit outside the view.
Only times when it's really dynamic is when the rays are running parallel to the screen and the light source is far outside of the view. Like you look forward and there's a rotating fan on the ceiling and light comes straight down. That's a lot harder to fake in 2D (although still possible with a depth map, I'd guess).
Calculating proper volumetrics is still far too slow for any realtime engine, so it's a good bet that no current game is doing it, especially on consoles where the limited resources are already heavily utilized.