It's a bit of the opposite, actually. There was a great article posted here (titled "Why I'm excited for Vulkan") where they explain how proprietary "tricks" GPU vendors use account for much of the necessity for game specific driver updates and optimizations. Game patches are to game bugs what driver updates (or "game profiles") are to what?
Lower level APIs like DX12 and Vulkan remove the competitive advantage vendor dependent performance creates, so well-coded games can perform consistently with lower overhead across ranges of hardware without having to rely on vendors to patch in the shortcuts through their drivers.
Currently, it's like filming a movie with IMAX specifications, then finding out that at different cinema chains it played with quality aberrations because their projectors didn't truly follow IMAX spec. The chains can fix it, but you're already getting blamed for the movie's issues. However, for a little money, on your next film they offer to work closely with you to ensure it shows the way you intended in their theaters. And no, they can't just tell you how to fix it-- their projection technology is a trade secret.
Lower level APIs like DX12 and Vulkan remove the competitive advantage vendor dependent performance creates, so well-coded games can perform consistently with lower overhead across ranges of hardware without having to rely on vendors to patch in the shortcuts through their drivers.
Currently, it's like filming a movie with IMAX specifications, then finding out that at different cinema chains it played with quality aberrations because their projectors didn't truly follow IMAX spec. The chains can fix it, but you're already getting blamed for the movie's issues. However, for a little money, on your next film they offer to work closely with you to ensure it shows the way you intended in their theaters. And no, they can't just tell you how to fix it-- their projection technology is a trade secret.