Was I imagining things? Like I say its possible as was knackered but the text etc which I normally find perfectly readable just looked muddier and less clear.
any thoughts?
Text in the immediate center of your view still seems fine to me, but outside quite a small circle it begins to blur substantially, though this applies equally to everything I think its just more noticeable on text. I suspect this is in part or completely due to a new rendering algorithm in Oculus 0.4.4 (
release Notes) which I guess E

is supporting.
High-quality distortion enabled via the ovrDistortionCap_HqDistortion flag now applies optimized sub-sampling for better anti-aliasing of high-frequency details visible in the periphery of the eye buffer textures. (Currently only available in D3D11.)
It seems to me that this sub-sampling blurs the text into something that would normally be more pleasing to the eye, especially in static situations, since at the periphery of the rift resolution drops badly and text used to look very palliated/aliased. However in practice as you are constantly moving your head and eyes around in the Rift this affect, at least in E

(and again assuming its been enabled) is quite disconcerting, distracting and annoying. This is the sort of thing it would be useful for Oculus to provide overrides in the configuration utility, like nvidia does in its control panel. At least then we could toggle it on/off and decide on a per user case if they want it or not.