Yes, but with pretty low quality. I doubt any were “truly” volumetric though. Probably some render hacks and large approximations. I want to say Dice did something similar, but had a weird approach using all sorts of probes around the level or something (I might be thinking of their pseudo-GI system though). Anyways, on 360 gen hardware, there’s no doubt about it: if they had volumetric lighting, then they were sacrificing detail elsewhere. There really isn’t any getting around the large amount of math behind marching raycasts through voxel grids. I mean you could throw in an occasional puff cloud on the side of a mountain, but for large ares that are close, you can’t really pull it off without having to sacrifice detail somewhere else or having to use a low res voxel grid.