This should be interesting to follow.
AFAIK the main sticky point with various 3D glasses and associated technologies when it comes to the 'immersion' experience, is frame latency and not actual frame rate nor resolution. If you want a fluid experience, then the delay between your physical input and the resulting change to the visual field needs to feel instantaneous. Otherwise you get the typical 'stuttering' motion from the
users test subjects, as their physical and visual input are out of sync, completely confusing their senses.
John Carmack of ID software fame recently did a lot of optimization to the Oculus Rift 3D glasses. He simply tuned and lubricated the software rendering pipeline to shave the absolute maximum time delay off the frame latency. Supposedly this made the whole experience amazingly better, despite running on the same limited resolution hardware.
Hope these two people are up for the task ahead of them.