Thanks for the feedback, and sorry you’ve had a rough start with the Gear VR support!
As you mentioned, it is brand new, and aside from our test content, we really haven’t stretched the legs on what the device can do in the engine. With that in mind, it sounds like there’s a few things we can do in order to help things out.
First, we need to get the setup and quick start guide more visible. This doc exists, but the fact that you guys haven’t been able to find it, or didn’t find it useful is a sign we need to improve that. So, we’ll be doing that!
Secondly, it sounds like you’re having trouble getting performance up on the device. With the UE4 mobile renderer, there’s a bit you have to strip out in order to make things performant. So, I’m going to have a quick sample project made that can serve as a plain base, which will run great on the Gear VR. Then you can take that and build upon it, choosing which features you want to turn on in order to add visuals to your scene. Obviously, because it’s a mobile platform, it’s not going to look quite as shiny as on the PC, but it should certainly let you do some interesting things.
As for the Twitch stream, let me see what we can do! Until then though, we did a talk at Oculus Connect about optimization in VR. You can see it here: https://www.youtube.com/watch?v=0oM6Xe7fT-8 , and download the slides here: https://de45xmedrsdbp.cloudfront.net/Resources/files/UE4-Integration-and-Demos_OC-100270768.pptx
Hope that helps!