Hi Motorsep.
I get the impression that mips actually do have a lot to do with the problem. My images are rendered in either 2048x2048 resolution or 1536x1536 per cube side. That’s more than enough.
The problem is, when mip mapping is switched off the aliased edges do get visible when viewed on Gear VR, no matter what resolution the image I import. If I switch mip mapping on, the highest resolution mip that gets generated is always way too blurry.
In other words, using an ‘‘un-mip-mapped’’ texture seems to always produce the jaggies and switching mip mapping on, causes a high-resolution texture to lose too much definition.
Do you or anyone reading this post have any experience in adjusting the resolution of the cubemaps so they would look sharp on displays with different pixel densities by any chance? I am working with Samsung s7 at the moment and trying to replicate the sharpness of GearVRs native picture viewer.
Cheers.