It depends on the details. If the device does not support OpenVR then everything is thrown into question. If it does, then theoretically it should work.
Should. Basically, we query the device for the recommended render target size and then use that. If it is properly hooked into OpenVR, then it's the sort of thing that is supposed to "just work".
FWIW, we have run the Oculus Rift through OpenVR instead of its native Oculus API, and that does work. (That's not something you would do except for testing purposes, since it imposes a performance hit with no gain.) But the Rift and Vive have very similar resolutions and were both current products at the time all the related code was written. That's not a conclusive test as far as future devices is concerned.
It's also possible that a newer device will require OpenVR API functionality that hasn't even been written yet, which would require an update on our side to use & include a more recent version of the OpenVR library.
Ultimately, we'll just need to see what happens when these devices actually come out.