Instance Noodles: SpriteBuffered with Texture Array Nvidia vs. AMD

I have a project in which i use SpriteBuffered to render many sprites. Each sprite gets a unique texture, which I feed in via a Texture Array.

Everything works well on a machine with Nvidia GPU (GTX1060, GTX1080TI).

On a machine with AMD GPU (RX Vega M GL) only the last texture is rendered to all the sprites - not every sprite gets a unique texture.

Does anyone know why this behaviour occurs?
Is there something I can do, to make it work on the AMD GPU?

Thank you.

That sounds like a bug of the AMD driver. Did you already update to the latest version?
You could report the bug to AMD and see whether they can fix it or check if it’s a know problem.