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Rendering, Pipeline Optimization

genesis ParisRemoteFullTime

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Ghost-risk verdict

Some ghost-posting signals

  • open for 96 days (90+ without a fill is a strong ghost signal)
  • 42 open roles at this company in 30 days (mass-hiring blitz)
  • no salary disclosed (correlates with ghost postings)

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About the role

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

Own frame-time budgets and drive GPU/CPU rendering performance across all target platforms

Profile, diagnose, and optimize the full rendering pipeline: geometry, shading, lighting, post

Adapt profiling methodology to a non-standard hybrid pipeline; build custom instrumentation and counters where existing tools can't see

Evolve hybrid raster/ray-traced rendering paths

Set the technical bar: review architecture, mentor senior engineers, kill bad ideas early

Work directly with hardware vendors on low-level GPU issues and our target hardware

What we're looking for

10+ years in real-time rendering, with shipped AAA titles where you owned rendering performance

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

Deep knowledge of modern GPU architectures (AMD RDNA, wave occupancy, cache behavior, async compute)

Strong command of D3D12, Vulkan, and at least one console graphics API at a low level

Hands-on experience building or optimizing hybrid rendering pipelines

Expert-level C++ and HLSL/GLSL; comfortable in shader disassembly when it matters

Nice to have

Experience profiling or optimizing non-standard pipelines: neural rendering, splatting, offline/realtime hybrids

Experience with upscalers and frame generation (DLSS, FSR) integration and tuning

Contributions to engine-level rendering architecture in UE, proprietary engines, or both

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