While I agree that facial capture was a lot of fun in High Fidelity, in order to pick this pack up as a value add you have IMO two camps. 1) How does this play with VR headsets the prime and semi exclusive focus of High Fidelity and 2) what hardware would be base this around? Which standard is universal enough for us to ensure the largest variety of users.
Either way Unreal Engine continues to inspire VR directors, artists and I think from some of their work we can take inspiration of ideas, especially the way they do a more polished editor while being in VR.