Rendering, Pipeline Optimization
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At a glance
Job overview
Genesis AI seeks a principal-level rendering engineer to own frame‑time budgets and drive GPU/CPU performance for its hybrid Nyx renderer. The role involves profiling, diagnosing, and optimizing the full rendering pipeline, adapting methodologies, building custom instrumentation, evolving raster/ray‑traced paths, setting technical standards, and collaborating with hardware vendors.
Skills & qualifications
Skills
Qualifications
Full job description
About the role Genesis AI is building Nyx, a renderer that delivers offline quality at realtime performance. We're looking for a principal-level rendering engineer to own performance across its pipeline. Nyx is a hybrid renderer, but not a classic game-engine hybrid. You'll need to master the profiling tools and have the technical depth to know how to apply them to a pipeline they've never seen, and to build your own instrumentation where they fall short. What you'll do
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Own frame-time budgets and drive GPU/CPU rendering performance across all target platforms
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Profile, diagnose, and optimize the full rendering pipeline: geometry, shading, lighting, post
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Adapt profiling methodology to a non-standard hybrid pipeline; build custom instrumentation and counters where existing tools can't see
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Evolve hybrid raster/ray-traced rendering paths
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Set the technical bar: review architecture, mentor senior engineers, kill bad ideas early
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Work directly with hardware vendors on low-level GPU issues and our target hardware
What we're looking for
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10+ years in real-time rendering, with shipped AAA titles where you owned rendering performance
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Mastery of GPU profiling tools: PIX, Razor GPU/CPU, RGP, Nsight, and reading raw GPU counters, with the judgment to know what each tool can and can't tell you on an unfamiliar pipeline
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Deep knowledge of modern GPU architectures (AMD RDNA, wave occupancy, cache behavior, async compute)
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Strong command of D3D12, Vulkan, and at least one console graphics API at a low level
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Hands-on experience building or optimizing hybrid rendering pipelines
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Expert-level C++ and HLSL/GLSL; comfortable in shader disassembly when it matters
Nice to have
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Experience profiling or optimizing non-standard pipelines: neural rendering, splatting, offline/realtime hybrids
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Experience with upscalers and frame generation (DLSS, FSR) integration and tuning
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Contributions to engine-level rendering architecture in UE, proprietary engines, or both
You've read the whole posting — now see how you match it.