Both Print and Text will work in VR the exact same way they do in Standard Rendering.
The problem you'll come across is that potentially said Text is going to be unreadable.
But why is this? I mean if we change the resolution, it remains the same percentage size on-screen., which is due to AppGameKit Auto-Scaling Text and Sprites against the initial resolution.
While I'm not against this behaviour... but how AppGameKit handles this is somewhat, problematic and confusing.
Why is it a problem?
I mean we want things like Text to remain roughly the same size on the screen at different resolutions... right?
Well, no... we don't.
If we take VR as a good example here... there is a minimal size text can be in the view, because of lensing effect.
The VR Screens (for each eye) are usually Flat., this is because a Curved Screen has gaps that at a High Enough Resolution and Screen Size (meaning you're viewing it further away) is fine; because you don't notice but at a few inches from your face... yeah it's VERY noticable.
As such to produce the necessary curvature; lenses are used to curve the output image.
The problem is that this means you end up with a somewhat similar effect to Interlaced Images., that being the Odd and Even Fields don't match up and thus result in Text being Blurry and difficult to read.
So, for Text we have to take a similar approach we used to have to use on the old 8bit and 16bit Consoles... where you just didn't have the Resolution and were outputting to an Interlaced Display.
There are two solutions... use a Font with better Interlaced Readability (i.e. take away every other pixel line from the Font... is it still readable? if no, it isn't going to work... if yes... then it's good) and/or increase the size; which means designing around a larger area UI.
I mean what also helps is removing background elements.
Like there is a reason A LOT of NES and Master System games, separated the UI into a portion of the screen with a Black Background... it wasn't always about trying to improve performance by reducing the Draw Area of the Game; it's about keeping the UI Readable.
Especially when you have a Mountain of Text for a Description of something.
If you want to understand best practises... go study a bunch of NES Games., and I'd play them on a CRT Television as well; as you can visually understand why they were designed that way., that's something very difficult to mimic on a modern progressive led display that provides pixel perfect images.