Connecting a ramp attribute to the basecolor/emmision color of a material creates darker colors than the result should be on XPU vs CPU.
In the example bellow you can see the huge difference between one and the other one. This is just a ramp applied to an mtlx_unlit surface.
I have seen post that XPU seems to limit the albedo but this should not be it right? as the difference does not exist if I just use the color input of the mtlx_unlit surface node rather than connecting the ramp. PS using latest production build and studio driver.