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Rendering, Pipeline Optimization

Paris💼 Full-time🗓 2026-04-30 → 2026-07-31

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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