I did some research into this issue with the DK2 and from what I read about the screen technology a lot of the text blurriness and readability issues can be contributed to the actual screen that Oculus used in the DK2. The screens they are using in the DK2 were actually used on some cellphones but later dismissed by cellphone makers because they appeared blurry and hard to read. It has something to do with how the screens process pixels, I believe the pixel layout of the screens is, instead of RGB, is RGGB. The idea was that your eyes actually process more green then red so by adding a 2nd green pixel it would work more like your eyes do. Unfortunately that is not how it turned out. ED was designed with orange\red HUD, before DK2 was released, and FD had no idea that Oculus was going to switch over to the new screens, so the worse color combinations were used in game for the DK2.
I speculate that after the DK2 release Oculus knew they had made a foopar but had released the DK2 to developers anyways so they could work on developing software for VR with the promise that the new screens they were going to release with the CV1 would fix the readability issues.
This is how I understood what I found when reading thru developer forums for the DK2, if any of this is wrong, feel free to chime in I would love to better understand the process.
The good news is the CV1 is not using the same screen technology as the DK2 and I hope, fingers crossed, that the new screens fix the issue.
Also from what I have read the runtime 1.0 has only been rushed out to certain software developers along with the CV1 so they can get their games ready for the release. Does the OP have runtime 1.0 ? or is he running on runtime .8 ? That could make some difference in performance.