Genesis AI

Rendering, Pipeline Optimization

Genesis AI

ParisFullTimePosted Apr 30, 2026

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

  • 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