Hmm... i dont think bashing on Cracker might lead to any useful reaction ;-)
To make things a bit more clear: bringing full stereo for head mounted displays to SL is far from a trivial task: you have to set up proper frusta to render each eye, for side by side you also have to change horizontal resolution and render into only half the visible screen. Of course this affects all kind of pieces, not just the 3d window, but also all HUD's, menus, buttons...
And what have you gained by doing all that? You can display the world in 3d... yeah, sure: but so far we dont have any head tracking, this means you arent "in the world", just looking at it.
And third, but that will be the biggest part: all the UI is made for hires screens and being used with keyboard and mouse. Small problem here: you only have half the resolution, in case of the Rift devkit even a rather small one (like 600x750 usable) plus: you cant see your keyboard ^^
So those are rather steep mountains to climb and honestly, i am not sure how much of these issues can be solved by any lonesome code warrior.
Hence my initial call to all interested coders to unite their skills and tackle this task together. Reaction so far: zero, none, nada...
Strachan has finished the part he was intending to create, i.e. 3d output to shutter glass compatible systems and i am trying to understand the internal structure of the viewer at least to that point where i can decide if it makes sense to try implementing side-by-side stereo output by myself.
Think about this all considering the fact that those guys whose day time job it is fiddling with the second life code base are already working on it for quite a while and still havent decided to put out even a a little beta...
Well, to sum it all up: better dont expect a working Rift compatible viewer before LL finishes theirs