cant relate any settings to photoshop unfortunately. I'm convinced that whilst the trees may require DXT1. I'm seeing kunos use DXT5 for grass.. and some of my textures work the same as theirs, some not. the main culprit is a 2048 wide per metre texture. with thin grass blades. the problem is imo a rendering issue where grass is concerned and it relates to just how your alpha is generated in block form. the nly example I can state is the more cartoon like the build of the grass and the alpha are the better the result.
I prefer my grass as it currently is to be honest all be it seemingly an issue. it just fades out more and doesn`t come into viewing context until later. but that all changes depending on camera zoom etc too. hence my suggestion its a render anomaly with the engine capacity to `not` deal with it..
I'm just going to possibly go for it unless a genuine known fix is found. I prefer this hi rez grass when you are close and less definition when away from it than any of the default kunos grass. and

that's your fault Mr
@luchian for bringing LFS images into the swaray.. hehe I had a perfectly good ac style grass texture before. but it did suck...
kunos grass = fading at front and back.~
my 1st texture = thick at front and fading to back,
my last texture seen in recent screens = twice the resolution (2k) sparse at front and fading right to back like kunos texture . the only difference in these textures is the artwork contained within each one. blade thickness etc.