If we're speculating, it's easy to construct scenarios where VR support on PS4 would require some significant re-engineering. Like if the minimum PC CPU requirements referred to 30 FPS, and the engine did not scale well to multiple CPU threads. For this particular game it does seem hard to imagine a scenario where it would not be possible to port it at all, but not so difficult to imagine one in which the effort required is non-trivial.
Absolutely fair enough
So in short, VR support can be brute forced on PC processing wise.
PSVR game needs to be optimized to hit minimuim VR rendering rate [1080p60@3D], and he did not create assets for that kind of console rendering.
I still think PSVR support will happen one day.
"Brute force" isn't a get out of jail card on PC for VR like it might be for other types of games. I don't know how strict Oculus are being about their GTX970 spec, but there will certainly be pressure to have that as a 'minimum performance' threshold. And by minimum that still means 90Hz no drops, unlike minimum on monitor-based games which may accept frame drops etc.
Obviously a quad core i5 and GTX970 is a heck of a lot more headroom than a PS4 though.
I also think if he does an oculus rift version he'll do a PSVR version eventually too.