I’ve noticed that VR headsets tends to vary greatly with their gamma, brightness and saturation levels much more than displays, without options to adjust them. E.G. my HP reverb is very desaturated, while my oculus DK 2 was very saturated and high in contrast. If you want to have your look matching your screen, you might have to edit the colors for each headset. I haven’t gotten into developing for VR yet, but it is common in my experience to detect what headset the user has and adjust some things accordingly. I don’t see why tonemapping couldn’t be a part of it.
Though it could also be your monitor being underexposed and too cold, your settings are set accordingly this, and the vive being accurate (haven’t tested it myself). Gaming monitors tend to not be very color and contrast accurate.