LiquidVR is mostly gonna rid us of judder and latency problems, there is nothing that is really going to make a difference regarding graphics horsepower with single cards. DX12 and Vulkan will help a lot with "dips" in fps that plague a lot of DX11 (and below) games but again it won't make cards faster per-se.
It has been massively overstated. Far too much hope has been placed in asynchronous timewarp in particular, which is extremely unsatisfactory for use in systems with positional tracking. When used to replace more than the occasional dropped frame, the artifacts introduced can themselves resemble judder, ironically. The news of no free lunches has yet to percolate to the peanut gallery, however, so claims of it being a magical solution remain.
On the other hand, proper kernel mode direct access that works better than the current rather desperate shim will indeed yield some good results for all properly supported GPUs. Addressing an HMD as a monitor is a short term kludge at best.
At the end of the day, judder will only be addressed with enough temporal resolution coupled with low persistence displays, configured correctly to avoid obvious strobing (e.g. taking care that the persistence doesn't get low enough to defeat the user's saccadic masking). This primarily necessitates the use of fast GPUs with reliable drivers, rather than any particular handwavium or cute trick. Luckily, both Valve and Oculus seem to be aware of this, and are planning for it appropriately.