3D Hud with alpha, bleeding/blury when terrain is in background

Hi, i’ve been searching for several hours someone who had a similar issue but no result, so, i decided to post.

I’m making a game for the Oculus Rift, and so, i have to make a 3D HUD. I then tried to attach so test items to the character’s body, so the hud stays always facing forward direction.
My problem is that when i turn, the HUD bleeds/becomes very blury, almost unreadable (and yet, fonts are big).
I thought is was due to the parenting system, that the HUD position/rotation wasnt updated at the same rate as the body, but that’s not that.
I tried placing a sphere with a solid material inside that HUD, and the sphere is rendered correctly, whatever the violence of the motion. And i noticed that the Hand part of the hud that is rendered over the sphere is also rendered correctly. So it has something to do with the alpha rendering i guess.

The video will explain better than i do, so look at the fonts, and the sphere and you’ll see what i’m talking about.

So, is there anyway to prevent/fix this ?
The Issue Here

Looks like a result of motion blur. Try to turn it off with console r.MotionBlurQuality 0 and see if that’s the case.

Thanks, i tried that and it worked almost perfectly.
I still have some kind of wavy contours around the texts however.
But it looks like it’s definatly caused by motion blur

Try setting the AA mode to FXAA as opposed to Temporal AA.

Thanks, the combination of the two solution you gave me works like a charm !