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Rendering, Pipeline Optimization

ABOUT THE ROLE

Job Remote Full source details
Genesis Molecular AI Paris, Paris, London Source published Apr 30, 2026 Verified 4 hours ago
✓ 100% verification score · Source: Genesis Molecular AI (ashby) · Always confirm final requirements on the original source.
Complete source information imported The available role or programme description, requirements, benefits and source facts were imported from the public official endpoint and formatted for reading.
EmploymentFull-time
Work modeRemote / location-flexible

Overview

ABOUT THE ROLE

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

  • 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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