Rendering, Pipeline Optimization
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- 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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