Sorry, but this just sounds silly to me tbh. There's such a ridiculous gap between the Rift's "minimum spec" and a PS4. With that sort of performance difference it's easy to run games that struggle to hold 30fps on a console at higher res, at 60fps, which details massively increased on PC. The differences between the headsets (slight res bump at 50% higher framerate) is not going to account for the vast gulf in hardware capabilities. Especially not as a "minimum" spec, meaning that to run on that rig, the games on PC will probably already require much of the graphical cuts that would usually be applied to a console version in the first place. I mean, the minimum CPU is an i5 ffs. This isn't an XB1 to PS4 type performance gap here.
This doesn't even take into account that Oculus Rift will work immediately with a ton of games that won't be subject to the limitations of the Rift store (which will have to change over time anyway, considering PC hardware is an ever changing target). Something like Elite Dangerous struggles to simply run at 60fps on an XB1, and that's without the more demanding planetary landing stuff, let alone whatever else will be added to the game. The minimum requirements for VR for that game on PC requires at least a 980Ti. Far beyond what would be required to simply run the game at the target resolution and framerate of the PC VR headsets. The game wouldn't be seeing VR on a console without some Driveclub-esque retooling of the game in general. It's going to be interesting to see how games like Project Cars fair, that are already out on PS4, yet fail to consistently meet the required targets even in a single screen environment. If the first sign of weather in that game is enough to send the game's framerate hurtling down, then some very serious cuts are going to be required to make a VR mode for it feasible.
So no, it's not just experimental games/demos, Vive exclusives and OR contracted games that'll have problems. There will be a whole bunch of games that are simply designed in the same fashion that any normal release is, but on PC can add a VR mode, because the performance of the hardware doesn't require it to drastically alter the core game. I wouldn't be surprised to see VR as a standard feature in pretty much any cockpit-style PC game in the near future, whilst on console these games would have to be considered VR titles first and foremost in order to work with PSVR. There's likely to be a lot of cases similar to this one going forwards.