The thing that bugs me about the whole thing is, the headset check does
nothing for the fundamental implementation of the exclusivity deal. If I buy it through the Oculus store, then Oculus still gets their cut. After that, it really doesn't matter which headset I play the game on. The deal was still a success. I
gave them money, and even did it on the storefront they sold the game on. What's the big deal?
I still think exclusivity deals are a bit bogus to begin with, but I think a perfectly reasonable compromise is to be exclusive to a particular storefront, but not a particular device. If another device shows up with the right capabilities, and the community is willing to do the leg work to port my legitimately purchased game to it? Awesome! Rah rah community, you've just expanded my potential market considerably, for no effort on my part.
The only real advantage I can see for a developer to be exclusive to hardware at this point is to cut down on development costs in the first place. The hardware platforms are emerging, very different, and not always compatible, even if it seems like they would be on the surface. So I can understand the reservations against wanting to code for or support more than one complicated VR setup. But if anything, it's been shown that the VR community right now is chock full of enthusiasts and tech--savvy people who will happily take a stab at those sorts of complicated ports all on their own. I think it's important that they have the freedom to do just that.