TMP quality issues in unity vs. VR build

We are using TMP for our text needs in a VR project.
Running within unity everything looks great on our Oculus Rift and Index headsets we develop with.
The build for Quest 2 looks great.

The build for Rift and Index look terrible! Very crunchy and breaks down quickly at distance.
Really confused why this would only be displaying so poorly in builds for Rift and Index but not for Quest, and also looking fine running in Unity on Rift and Index.

We are using Distance Field SSD shaders. Sampling point size 267 with 25 padding using 2048 atlas maps.

Any help would be greatly appreciated! Thanks!

Is there some type of scaling of the scene on the Rift and Index that is happening but not on the Quest 2?