That is an inherent side effect of asynchronous timewarp that usually applies to elements that have a fixed screen position (e.g. HUD, menu elements).
It’s a bit complicated to explain: since the game does not run at the full 90fps of your headset, additional frames are created by vorpX before the image is sent to the headset. These frames are transformed in a way that makes head rotation look fluid despite the <90 FPS the game runs with. On screen text/HUD elements etc. however, that do not rotate with your head, appear blurred or doubled when doing this.
If this also applies to the game world itself and not just HUD elements when you rotate your head, try to adjust the head tracking sensitivity. It's probably slighty off in that case and doesn't translate the head movement 1:1 into camera rotation.
Asynchronous timewarp is a pretty neat feature, so usually it's worth to live with these minor artifacts instead of reducing details/resolution so much that the game can run at full 90fps, which would be the alternative.