Rendering Pipeline Optimization

genesis

📍 Remote🌐 Remote🕐 3mo ago🔗 ashby

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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