Google VR?

OK, so I started working with iOS too and your controls really work for iOS and iOS only. The ones I got working on Android were the original ones from Beenoculus (they only work with the phone on reverse landscape though, on landscape, they keep spinning).

So now I am struggling with bad quality (aliasing). They use two Scene Capture Component 2D for both eyes, connected to a Render Target texture. I tried changing the values on the Texture files (Compression, LOD), on the Scene Capture Component 2d files (Motion Blur, LOD). I also tried changing the Rendering options (Motion Blur, Aliasing), but nothing seems to improve the quality on the mobile devices.

Is there really a problem with SceneCapture2D on mobile or am I doing something wrong?
Is there a better way to create these screen division? I tried using the multiplayer option, but on mobile I get only half screen. I tried compiling UE4 from source and using the Gear plugin, but I couldn’t generate the packages. My problem looks a bit like Katerpilet’s last image - there is a bad aliasing between the walls and the floor

This image also explains my problem, my project on mobile looks like the first image and I would like to have something like the second one 4cfc833fe98ac9e652c82778c763f3a09bc06d96.jpeg