However, in addition to the low resolution in the current Oculus dev kits, text rendering is definitely hard to do in VR. How do you do crisp sub-pixel rendering when your face is ever so slightly tilted? Something that will have to be solved in future software or by sheer pixel density.
That said, it's early days for VR and the future is bright!
Text had to be very large, so only three or four lines fit on the screen at a time. After hearing people praise the DK2, I thought it would be basically seamless, but it was jarringly low-res.
The experience was great, very natural, but the pixel density left a lot to be desired.
FOV is normally diagonal, so for 800x600 we have 1000 "diagonal" pixels, and for the rift's 960x1080 (per eye) we have 1444 "diagonal" pixels.
So that works out to:
1000/40 = 25.0 pixels per degree for the z800
1444/100 = 14.4 pixels per degree for the rift
So the z800 would have almost 4 pixels for every 1 pixel of the RiftIn fact, it's even less for the rift because the DK2 doesn't have a standard RGB display but pentile pixels, which means you only have the full 1920x1080 for the green subpixels, the red and blue are reduced since humans are less sensitive to those colours