Quick answer: Group the reports by GPU vendor to confirm, audit shaders and graphics code for undefined behaviour and vendor-specific assumptions, and test on both vendors.
A rendering bug that splits cleanly along AMD versus NVIDIA is a driver-interpretation difference, usually undefined behaviour one vendor tolerates. Here is how to find and fix it.
How to fix it
1. Confirm the vendor split
Group crash and bug reports by GPU vendor. A bug that appears on all AMD cards but no NVIDIA (or vice versa) is a driver or shader portability issue, not random instability.
2. Audit for undefined behaviour
Uninitialized values, reliance on a specific precision, unspecified ordering, and out-of-spec API use can work on one driver and fail on another. Make the shaders and graphics calls strictly correct.
3. Test on both vendors
You cannot catch these without hardware from both vendors (or cloud GPUs). Test the rendering on AMD and NVIDIA so vendor-specific issues surface in development, not in player reports.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every your game error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.