@preston oh wonderful :D
I should also add then: one of the big big big benefits for APIs like Vulkan and D3D12 is the ability to record commands in parallel. For all practical purposes OpenGL is a single threaded API. For more high end stuff like AAA games, OpenGL can easily become a major CPU side bottleneck.
@preston Vulkan gives you control over things that would have been managed automatically by the driver for OpenGL under the theory that application-specific implementations of things like resource management will be lighter weight than a general solution.
This increase of control comes at the cost of a major increase in labor. Which is fine for big studios, but maybe not so great for individuals working on custom stuff.