Reply 1100 of 1111, by Vaporeon
Examples would be any nvidia GPU with recent-ish drivers. I have personally tested a wide range of cards from the 6600GT to the GTX1080, and they all do not render the glass bumpmap. Neither do AMD cards for that matter. I suspect this is due to the games config.txt system that has a whole bunch of now irreverent vendor-specific hacks in it, recent Intel iGPU's seem to work better that anything else natively (render-correctness wise) and conveniently there are no entries for those in the file. New nvidia and amd/ati cards get caught by wildcard entries.
I am well aware of the Refined stuff, in fact you should look at the credits file some time. Anyway, it essentially is one giant hack, the glass in those maps for example is just faked using the somewhat working water shader instead. While this does look better than the broken the glass you see on current GPU's in some cases, it will always be worse that the real glass shader working as it should have been. Faking effects that way has severe limitations, the bitmap textures for water as an example are limited to half the resolution of what can be used on glass in Halo.
I do like the Refined project for that game and it is superior to stock, but make no mistake it is a compromise of making the best out of the worst by working around limitations with game assets only, rather than truly fixing them in the engine. Being a closed source game there is only so much you can do.
If it is possible dgVoodoo2 can give provide what the game is expecting when it attempts to render these shaders, it would be a massive improvement over what we currently have.