Ambisonic recording was developed many years ago as a method of recording a 360 degree sound field with the added benefit of this being a "virtual" sound field - able to be transformed into any number of different soundstage formats such as stereo, binaural, 5.1 etc. The resulting sound-stage can also be electronically panned, tilted, rolled etc.
The ability to electronically manipulate an ambisonic B-Format stream is what makes ambisonic recordings ideal for VR purposes. In VR rendering situations, you never know what the sound stage "direction" is until the very final point of rendering - which is usually in the headset itself.
By supplying an ambisonic B-Format stream to a VR audio engine, the engine can render a perspective of the original 360 soundfield that will only be influenced by the intended perspective of the end-user.
Option 1 is perhaps the only supported and realistic option for VR audio. I have never heard of anyone using a method such as your option 2 and from your description I would hesitate to recommend it further.
There are multiple options available for Ambisonic recording these days - Soundfield microphones, Sennheiser Ambeo and Tetramic to name but a few.