360 panorama photos in vr

I was asked if I will be able to create little demo for my company in UE4. Here’s what i have to do:
They gave me 5 360 degree photos. I believe those are cubemap photos (6 faces of original photo in one line in one wide image). My task is to recreate this photos in unreal engine and display them (one at the time. Mouse click switch photo to next one.) on GearVr. I know it can be done by creating skybox from cubemap but will it work on gearVr? I mean will it be displayed correctly? What I want to achieve is to be in centre of big sphere build from photo and be able to turn my head and watch whats behind me.
I cant check it right now because i’m far away from my workstation and i have to send response if I will make it or not. Skybox with camera in origin (0,0,0) is my idea but maybe you can give me better answer.

I’m actually working on a really similar project. I’ve just started on it but if you have really strict quality requirements you might have to find workarounds to increase the visual quality of your cubemaps. If you’re alright with a little bit of blur I’d recommend doing what this guy did with a hollow cube. Let me know if you end up finding any cool tricks to increase your visual fidelity, the only one that I’ve found so far is disabling mipmapping on the cube mapped texture.

Hi, did you find any mean to increase the quality? disabling mipmapping causes quite a lot of flickering and the quality is still lower than the peak quality of the native 360 photos app on the Gear VR

Unfortunately I haven’t found a way to increase the quality. I’ve moved more towards Unity recently (though it has the same quality problems) so I haven’t been hammering away at the problem.

I haven’t started with it yet but my next step is to check out Otoy’s OctaneRenderer. This apart from being a really cool experience on the GearVR is a good example of the levels of interactivity that you can have with an Otoy experience. If that’s enough for you or pretty close to what you’re looking for that could be a good direction for you to go in.

I could definitely see both Unity and Unreal including support for rendering certain objects to a full or higher quality eye buffer in the near future but for now Octane seems to be the only alternative.