Not in my experience, but my understanding is that it's meant to for game developers whose shaders are written for DirectX. For when you want an exact replica of an asset between game engine (rendering with DirectX shaders) in Maya. I'd be surprised if you found a performance difference between the two, unless you were in fact rendering DirectX shaders. Or on the flip side, if you use shaders written for OpenGL as then those wouldn't get rendered with DirectX and give you a "performance boost" that way.
I've also toggled back and forth during ambiguous crashes myself but never actually gotten any mileage out of it. In my experience, crashes are very unlikely due to the actual graphics library and much more likely due to the abstraction over it e.g. MDrawManager. In rare cases has a crash vanished due to a driver upgrade, which does happen. And if crashes are due to drivers, then you'd probably get crashes no matter what graphics library you pick. The most likely cause in my case however has been my own code. Sigh. xD