There are two meanings of "3D". The real one that has been around for >150 years, and the computer weenie one which is really 2D or, to stretch a point, 2.5D.
Perhaps this might be of your interest https://www.oculus.com/en-us/ ? (Or any competitor in field of head mounted displays, there are plenty and consumer versions are just behind the horizon.)
In early 2013 I tried an early Oculus when they kindly brought it to show my local HackSpace and University. I spent 5/10 minutes playing a VR video game. The resolution was low, but that's not a fundamental and I believe they have already improved it. I was interested in whether it might eventually work with the Condor gliding simulator, where you spend a lot time going in circles and/or spinning towards the ground e.g. real life
or simulation
http://www.condorsoaring.com/media/movies/Discus2%20spin%20cockpit.zip I was surprisingly impressed, with reservations....
When the Oculus headset is on, nothing other than the game scene can be seen - unlike google glasses where the image is translucent and you can see round the edge of the glasses. I was surprised that the headpiece had no adjustments, but nonetheless the optics gave a good field of view and respectable stereo effect.
The demo scene was inside a room with internal upstairs balcony and external garden with tree overlooking a lake. The resolution was just about adequate for the demo but would, IMHO, be insufficient for seeing sufficient ground/cloud detail. Given the choice between stereoscopic vision and increased resolution, I'd opt for the latter. However, it was a prototype unit, and I see no reason the resolution could not be significantly increased.
Rotating my head about all three axes allowed caused the scene to change in exactly the way I would expect. This effect was good and compelling.
The stereoscopic effect was not overdone; it looked natural so that you didn't really notice them. That's the same as in James Cameron's "Avatar", and unlike the "poke something through the screen" that you see in most stereo films.
The "avatar" could be translated through the scene using a standard "top hat" games joystick. Moving forwards rapidly towards a wall caused me to involuntarily jerk my head back to avoid hitting the wall - compelling.
Using the joystick to turn the avatar slowly clockwise or anticlockwise worked as expected. However, doing that rapidly caused me to feel instantaneously nauseous, to involuntarily rotate my head up/down and move my shoulders. Most disconcerting.
So, if my head (and therefore my labyrinths) rotated and the scene moved correspondingly, all was well. If the scene rotated and my head didn't then I had problems. I conjecture this would probably be problem when practicing spins, and possibly when thermalling.
So, overall I really liked the panning effect, but disliked the resolution and disliked the scene rotating unless caused by my head's movement.