Vive is not the answer. Screen sucks compared to PSVR screen due to much greater screen door effect (pentile vs RGB), and big games like RE7 or Akham VR will always come on PSVR not on Vive due to a much bigger installed base on PSVR. Immersion is pretty good on PSVR by the way, especially with PS Move.
I could buy a Vive on my 1070 PC but even if you're ok with the bad screen (and lack of comfort on Vive too), the lack of software (other than small games and experiences) makes it pointless. It's the usual vicious circle killing VR right now : no big games mean nobody wants to invest in it (both devs and customers), and nobody buying it means you get no big games, especially on PC...
I have the PSVR and the Oculus Rift, and unless there's a
huge gulf between the screen quality of the Rift and the Vive (and I don't recall that being the case when I tested the Vive, before making my purchase), then no... the PSVR's output is quite clearly not as good as the PC headsets, let alone saying it "sucks" by comparison. Whilst the SDE is definitely more prominent, the higher resolution still results in a much sharper and clearer image than the comparatively soft and blurry output of the PSVR. I have tried some of the exact same software and experiences across both, and the Rift has been comfortably superior in each case, and that's before getting to the fidelity of the games themselves (or the sort of supersampling afforded by a GTX1080). And in regards to citing the Move for immersion, both of the PC solutions are legitimately a generation ahead in that regards, whilst also being able to cover much larger play spaces, and not having spasms when the headset and controllers get close to one another.
In terms of games... that one's not even really justifiable as opinion... there is objectively far, far more software available for VR on PC in comparison to what's available for the PSVR, despite the sales gap.. and with a little logic applied that makes plenty of sense. Unless Sony specifically bankrolls exclusivity for the PSVR (for stuff like RE7, RoTR, possibly Ace Combat, etc) there's very little incentive to create something that'll run on PSVR, and then not make the rather painless effort of also making it available for PC, where there's still a healthy amount of potential buyers. This isn't true the other way around however, and many games that are playable in VR on PC, can't easily be ported down to PSVR due to the low specs of the standard PS4 being mandatory to support. So stuff like Elite Dangerous, or Project Cars are far less likely to see PSVR support, because unlike on PC where the requirement of improved specification can simply be placed on the player, you would have to actively tweak the game and any assets down from something that already requires an entire PS4 to play as standard to now work in VR. This additional effort is likely why something like Dirt's VR add-on is paid DLC on PS4 in comparison to being a free update on PC, and why Driveclub VR is a different SKU from standard Driveclub (and omits much of the standard game's graphical features).
It's easy to look at names like Batman, Call of Duty Infinite Warfare, Rise of the Tomb Raider, Star Wars Battlefront, Gran Turismo, Final Fantasy and Resident Evil, etc, and conclude that the platform gathers more "AAA" support... but outside of Resident Evil 7 (which is only currently exclusive because Sony's paid for a year exclusivity), none of those are fully-fledged games. They're short experiences, than in many cases last for under an hour... less than many single-player DLC missions do in standard titles. Meanwhile the platform lacks a lot of full-scale games playable entirely in VR across Steam and Oculus Home, such as the aforementioned Elite Dangerous and Project Cars, along with other stuff like Serious Sam, Doom 3, Robo Recall, Superhot VR and others. In some cases this will be due to the console specs, in some cases it'll be due to roomscale requirements, in some cases it'll simply be due to ease and cost of publishing on PC versus console... but none of these reason apply in the other direction, which is why there's both far more games and apps/experiences on the PC side, and that's unlikely to change.