A question popped up on UE4 forums about rendering cubemaps in UE4 in the same quality as they are in Oculus 360 photo app.
As far as I know, it's not possible to do such thing using standard to UE4 sky sphere method, because not only sky spheres are not timewarped, but also they act as standard world texture when it comes to mipmaps. So in order for sky sphere to look good, it can not have any mipmaps.
Then I read this doc https://developer3.oculus.com/documentation/mobilesdk/latest/concepts/mobile-rendering/#mobile-perf-guides-resolution
and I remembered that Stereo Layers support cubemap and are timewarped. So I figured that perhaps using StereoLayers we can render cubemap and Oculus Mobile SDK do the same thing to it as it does to cubemaps in Oculus 360 photos app.
Am I thinking in the right direction ?
Now, the questions is how to render stereo cubemap using StereoLayers in UE4, if it's even possible at all ?
The end goal is to be able to make either a 360 photo gallery a la Oculus 360 app, or to use that for archviz - have several rooms pre-rendered in stereo cubemaps and have clients transition from "room" to "room" by swapping cubemaps in StereoLayers.