Aesthetics can be nice, but not if it comes at the expense of legibility.
Well, defocusing the background behind text
is to improve legibility; It makes the sharp text stand out better, instead of drowning in a busy chaos of detail.
I didn't know that's what the Blur option did - just figured it was #%$! motion blur and switched it off reflexively - going to have to try it... :7
One of the more important things I'd like to see evaluated, with regards to the Vive, is what its colour space looks like. Compared to the dimmer Rift, I feel everything that it in the least dark, in Elite, becomes crunched towards black, causing a lot of "fuzzy" contrast in darker regions, exacerbated by fresnel glare that entirely overpowers any remaining detail -- It looks like a completely different lighing situation between the two headsets. It is of course possible to increase gamma, but that causes everything that is light to blow out and become (...even more..) white. Everything is also more saturated - overly so, one might say.
I made a picture with gradients in white, red, green, and blue, and they all come out perfectly linear, when viewed on the desktop, through the Vive. I am going to have to purchase Virtual Desktop, or something, so that I can look at the same picture through the Rift and compare.
If no proper mastering standard like BT 2020 (...with adaptions for VR) arises, I wonder whether Joe at Valve would consider adding a way for users to edit their own colour profiles, per game, to SteamVR/OpenVR...