Issue with screen space reflections in VR

Hi, I have an outdoor scene with overcast daytime lighting. The ground includes still puddles of semi-opaque muddy water. I’m trying to ind a way to accurately model reflections, as planar reflections aren’t supported in VR yet as I understand it. SSR reflections look nice for the most part, but the way they disappear as you look away from the object they’re mirroring seems to be far more obvious in VR (I’m using a CV1) than on a screen. I don’t mind so much when objects in the scene fade out a bit, but when the whitish skysphere disappears from SSR reflections as I look down, the transition is very noticeable.
Is there a way to tell my SSR’s not to reflect the skysphere? If so I’ll just use a cubemap image to provide the illusion of sky reflections, and have SSR’s handle all the objects closer in the scene that require more accuracy than I can get with a cubemap.

Hope this makes sense, I’m pretty new to this.

Thanks!