Eh... wat?
I agree that VR would be nice to have, but VR users are an extreme minority of users. So far OR has sold about 85,000 units.
According to Intel, about 10% of the world is PC gamers. Even if we whittle down the gaming population to half Intel's 711 million figure and assume that MWO is drawing from a pool of 355 million, and then assume
all Rift users come from that group so as to be bend-over-backwards liberal in estimating the percentage of MWO players using Rifts, that would mean that of the gaming population MWO draws from, 0.024% possess an Oculus Rift, assuming no one buys more than one. Now let's bend over backwards some more and try to inflate that. Let's assume that of our already narrowed PC gamer pool, MWO is five times as likely to draw those who own a Rift as the average game. In that case, MWO's Rift-using population goes up to 0.12%. Now let's continue bending over backwards, and assume that Rifts only comprise 20% of VR sets being used, and I mean that is hilariously bending over backwards since there are few alternatives, maybe even just the HTC Vive and OSVR. Okay, at that point VR users comprise a grand total of... 0.6% of the MWO population, as absurdly liberally as it could possibly be estimated. In reality it's probably a fraction of that.
Again, I think it's a technology to think about. I think VR will take off in a big way as time goes on and MWO is ideal for it, but not expending resources that literally anything else could be done with in order to pander to a tiny fraction of one percent of the userbase does not mean MWO is "forgoing important features to pad their bottom line".
I plan on buying a rift myself the day the consumer version comes out, so I'm hardly being self-serving here. I
want this. I just understand why it may not be at the forefront of priorities.