Emphatically not. The interaction space of VR is entirely different from the interaction space of a standard mouse-and-keyboard FPS. For starters, players in a VR game have two hands. A lot of games in VR
could have been FPSs instead, but only because they're generally vastly under-utilizing the dimension space that two VR input controllers (plus the input of look direction) give a designer.
If you used the dimensionality of the VR space and you port it to the FPS space, you'll leave entire game mechanics on the floor.