Both LiquidVR and GameworksVR for the most part will only benefit game developers. vorpX hooks into the pipeline at a quite late point in time, the most interesting things would have to be done earlier and tightly integrated into the game engine. If there is something that can benefit vorpX, it will be done.
There *may* be an indirect benefit though should Oculus decide to implement async timewarp in their drivers (which I assume they will do at some point). For various reasons this would almost certainly be superior to the async timewarp implementation on the application level that is currently present in vorpX.