
There's some politics involved with the low-level API discussion as well.

Ultimately, the end goal is the same: allow developers to extract more performance from the hardware (if they want to put in the effort). Where Microsoft had pressure from game developers and hardware companies to create DirectX 12, Khronos Group took a different route and leveraged much of AMD's work on their own low-level Mantle API to create Vulkan. Microsoft is in charge of the DirectX world, and it only works on Windows platforms Khronos Group handles OpenGL/Vulkan, and they support multiple platforms-including most smartphones and tablets via OpenGL ES.

There are plenty of differences, just as there are differences between OpenGL and DirectX 11.
