HDRP Rendering Results differ with hardware

I am rendering a simple red cube with the HDRP rendering pipeline with Unity Version 2022.3.19f1.
I disabled all Volume Profile Settings in HDRP Global Settings. My Player Settings are Color Space Linear.
I use the below source code to get the image as png
rt= new RenderTexture(width, height, 0,GraphicsFormat.B8G8R8A8_UNorm);
RenderTexture.active = rt;
Texture2D tex = new Texture2D(rt.width, rt.height, TextureFormat.BGRA32, false);
tex.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0);
RenderTexture.active = null;
byte[ ] bytes;
bytes = tex.EncodeToPNG();
string path = “t.png”;
System.IO.File.WriteAllBytes(path, bytes);
When i run the same project on another PC i do not get the same images (see screenshots attached). The images look similar however it several points there are minimal differences. When I use a more complex texture this difference become more severe. Is this expected behaviour? I tried all kind of RenderTexture formats and other settings in Project Settings without success.