The whole post isn't just oversimplified, it's just wrong. Across the board wrong wrong wrong. The point of Mantle, of Metal, and of DX12 is to expose more of the low level guts. The key thing is that those low level guts aren't that low level. The threading improvements come because you can build the GPU objects on different threads, not because you can talk to a bunch of GPU cores from different threads.
The majority of CPU time these days in OpenGL/DirectX is in validating and building state objects. DX12 and others now lets you take lifecycle control of those objects. Re-use them across frames, build them on multiple threads, etc... Then talking to the GPU is a simple matter of handing over an already-validated, immutable object to the GPU. Which is fast. Very fast.