I suspect that the various VR implementations will be relatively compatible at the API level - really there's only two core components:
The first, 6-axis head tracking, should be trivial to maintain compatibility so long as nobody tries to lock down the technology with DRM, like TackIR attempted to do with their non-VR head tracking.
The second, renderer-based collaboration with the optics, could potentially be more problematic. But so long as the optics are similar and/or it's simply a post-processing distortion filter applied to what is basically a pair of traditional rendering frustums, maintaining compatibility should be a relatively simple endeavor. Again assuming the producers *want* to maintain compatibility.
So I guess it all comes down to willingness to be compatible, and frankly what we've seen so far seems promising: There seem to really be only three major contenders (not counting AR, which is a completely different technology that only shares much of the hardware):
Oculus/Facebook - where Oculus has repeatedly voiced their hope and commitment to avoiding artificial market segmentation, and have collaborated heavily with both Valve and Sony in the past. Belonging to Facebook may change things, but I really don't see Facebook wanting to get heavy into the hardware side: they're a software/advertising platform company - I can see why they would really want decent VR to catch on, but I doubt they have much interest in being a hardware company themselves, the profit margins are unlikely to be appealing.
Valve: Again, they're primarily a software delivery platform, plus game engines, and oh yeah, a couple games too. They have shown very little interest in producing hardware, even their SteamBox initiative has focused on partnering with hardware vendors while they provide an alternative OS to Windows, which has been neglected by MS on the gaming front, and faces the risk of a "Microsoft Store" eating Steam's lunch, especially if they decide to pull an iOS and lock out competing storefronts.
Sony: Well, okay, they're Sony. I could totally see them doing everything they can to try to lock down their own proprietary VR solution, especially since they already have a potentially viable first-gen motion-control system worked out with the PS Move. They're also a console company with a long history of selling hardware at a loss and making their profit on licensing software compatibility, which could give them a distinct price advantage over more open competition. I suppose the question there will be whether they see more profit potential in going their own way, or in attracting PC VR enthusiasts who don't want to have to buy a second VR helmet for their PS5. Personally, if they're going up against two popular open platforms, I suspect they'll see more profit potential in compatibility.