Also, does anyone know what it costs to run Vulkan vs DirectX for a company? Like for example, if they use DX12, it costs X and the purposed reach is X with incentive C Y Z where as Vulkan is lower in cost and reach but has only 1 less incentive.
Thats not how any of this works. DirectX is free, so is Vulkan. It used to be that OpenGL lagged behind DirectX in many way, and using openGL was radically different from DirectX, and DirectX handled all sorts of multimedia stuff besides graphics (like joystick polling and things of that sort) that OpenGL did not, so many people used DirectX. Vulkan is a successor to OpenGL, freed of many of its constraints, that is essentially an equivalent API of DirectX 12. Additionally, SDL, which handles all the non-graphics stuff that DirectX handles, has undergone a massive overhaul as well with SDL 2.0. There is much less incentive to use DirectX over Vulkan, which opens up a lot of the original arguments against direct X - namely that it doesn't work with nearly as many operating systems as the competition.