While we are busy building examples and documentation for the mobile VR integration, if you have an existing project it might be useful to try building it as a traditional Android application that you can control with the joypad, allowing you to do content optimization work without any questions of how it interacts with the VR extensions.
If you can't hold a solid 60 fps as a single view, fullscreen app, there is no chance of doing it in VR, where you are rendering two views (at half the resolution), an extra distortion pass, and have to sync the GPU every frame to avoid latency pileup.