Rendering, Pipeline Optimization

ScreenedHybrid
Greater London
Posted 1 week ago
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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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