This document provides a history of graphics APIs leading up to the development of Vulkan, including AMD and DICE working on Mantle in 2013, the announcement of DirectX 12 in 2014, and Metal by Apple in 2014. It outlines the goals of Vulkan in providing a low-overhead, cross-vendor API for both mobile and desktop with easier error handling. Key aspects of Vulkan discussed include low-level memory management, reducing CPU-GPU communication by using pipeline state objects, enabling multi-threading, and supporting multiple GPUs. Recommendations are given to study Vulkan tutorials, examine other code, and have patience when learning.