1) Nvidia allows you to write to read only textures, game devs will forget to transition them to writable and will appear as corruption on other cards.
2) Nvidia automatically work with diverging texture reads, so devs will forget to mark them as a nonuniform resource index, which shows up as corruption on other cards.
3) Floating point calculations aren't IEEE compliant, one bug I fixed was x/width*width != x, On Nvidia this ends up a little higher and on our cards a little lower. The game this happened on ended up flooring that value and doing a texture read, which as you can guess, showed up as corruption on our cards.
1 and 2 are specifically required by the microsoft directx 12 spec, but most game devs aren't reading that and bugs creep in. 3 is a difference in how the ALU is designed, our cards being a little closer to IEEE compliant. A lot of these issue are related to how the hardware works, so stays pretty consistent between the different gpus of a manufacturer.
Side note: I don't blame the devs for #3, the corruption was super minor and the full calculation was spread across multiple functions (assumed by reading the dxil). The only reason it sticks out in my brain though is because the game devs were legally unable to ever update the game again, so I had to fix it driver side. That game was also Nvidia sponsored, so it's likely our cards weren't tested till very late into the development. (I got the ticket a week before the game was to release.) That is all I'm willing to say on that, I don't want to get myself in trouble.