GDC 2015/2016: What lessons on VR has Unreal implemented so far?

I am looking at:


And I was wondering:

  • How can I achieve (cheap) anisotropic shading in UE4?

  • Is there a cheap convenient way of adding noise to every pixel?

  • Is there a way to use the Normal Map Encoding based on Hemi-octahedrons as described by in “A Survey of Efficient Representations for Indepenedent Unit Vectors” by Cigolle et al.?

  • Is anybody looking into the techniques described in the seccond video (use of multiple GPUs, projection matrix optimizations and adaptive quality settings)?