Sorry for the Necro, but I think it would be a relevant update.
The solution on the first page never stuck me as a proper one. After all it needs the player to make changes on their side to fix this.
So, knowing what was the issue, I looked online for the causes and possible solutions.
The cause is not rpg maker or nw.js... exactly.
It is that nw.js is chromium-based. Just like google chrome, and more recent browsers like microsoft edge and opera gx.
For security reasons they are made to go for the integrated gpu by default.
Finding this out, I looked for some solutions.
One was substituting nw.js in my project for electrum or something like that. Testing would be needed though.
The easier solution on the developer's side is... changing the game's package.json so nw.js tells your computer to ignore it for this time.
Now, I'm no specialist in it, but it seemed to work for me.
For MV, you add a line to it among the ones there (I myself put it right under js-flags):
"chromium-args": "--ignore-gpu-blacklist --ignore-gpu-blocklist",
and it should work just fine.
For MZ, however, there is an issue.
Thanks to it having the option to set the game's resolution, it changes its settings on package.json... meaning it overwrites any changes to it. You would need to make the change by hand after saving but before any testing.
As MZ's package.json already has a "chromium-args" line, you need to change it from
"chromium-args": "--force-color-profile=srgb --ignore-gpu-blacklist --ignore-gpu-blocklist",