Vulkan is designed from the ground up with the idea of not being bottlenecked by the CPU, and provides huge efficiency gains over previous generation graphics APIs in this area.
This webinar provides an overview of what mechanisms in Vulkan enable this, what this means in practice, and why it is so important for embedded and mobile devices.
Presenting will be Tobias Hector, Software Design Engineer for Vulkan and OpenGL ES, Imagination Technologies