Also i prefer SteamVR/OpenVR approach to allowing multiple HMDs to use there software implementation rather than it being very closed (currently Oculus).
So, OpenVR isn't open in the sense that the API is decided on by committee, or that it's not proprietary. It's open in the sense that Valve wanted to create an SDK that's HMD agnostic, because it makes absolute sense for them to do so as they're a software vendor. The more hardware they support, the more scope they have to sell software.
Oculus have created an SDK (libovr) that, while targeted at their own device, doesn't necessarily always have to target that device. There's nothing stopping Oculus from adding Vive support if HTC/Valve were willing. However, if they *were* to add Vive support to the Oculus SDK, it would also bring the Oculus Store to Vive, which would dilute the potential market share for Valve as Vive owners would be able to pick and choose whether to get their software from Steam or the Oculus Store.
So: as it stands, Oculus have allowed their HMD to be integrated into SteamVR, but apparently HTC/Valve have not allowed theirs to be integrated into the Oculus SDK / Store. Making the assumption that everything is as it seems, who's the one being more open here? I don't think it's Valve.
As i said i hope that the Vive becomes the dominant HMD to help push through a more open and supported implementation of VR, which will hopefully encourage devs to build VR games as they will only need to build it once and support many HMDs.
I don't think you really want one or other HMD to become dominant, as that will stifle the market. What's really great about the development of these two HMDs is that there's been a lot of information and technology sharing to get us here (e.g. both using the same screen tech). There's actually not much involved with supporting one flavour of HMD SDK over the other (or both -- it's a bit like DirectX and OpenGL) and as long as developers abstract the detail away in their game engine, there's nothing stopping them from developing for both platforms. The big game engines like Unity and Unreal have already done just that.
The only disappointment for me is that there will be some titles that are exclusive to the Oculus Store, which means that (as it stands) Vive owners won't be able to purchase or play them. That could be rectified if Valve were to let Oculus integrate Vive support into their SDK.