If you read further, you'll see Scofield is the first one who brought up volumetric lighting.
EDIT: Like so...
I'm curious about the smoke column and godrays. I remember the godrays in the KZ2 warehouse did cast shadows. At least I could see my own shadow while I monkeyed around in the warehouse, trying to poke holes in their system. It may change scene by scene though. I think we should play the games ourselves before claiming that it does this or does not do this.
Volumetric lightinhg/shadowing in KZ2 was non-existant. Those shafts in the warehouse were hand placed not unlike this:
http://ui20.gamespot.com/787/temploftime2_2.jpg
Actually you initiated the whole conversation going by your post as you open up for an analysis of the godrays and in the context of talking about static godrays you need to showcase dynamic godrays for people to have as reference and understand what is what.
Also yes Arwin, I am done just had to point out some things and 'spinning' going on. :smile: