I'm excited to have backed the Oculus Rift on Kickstarter and eagerly await my dev kit, in the meantime I've done some stereo rendering experiments in CubicVR.js and have added a simple StereoCameraRig class with 5 different modes available by default. The demo can be found here:
http://cjcliffe.github.com/CubicVR.js/experiment/oculus_rift/stereo_modes_test.html
There's Oculus Rift experimental mode, which is just a quick PostProcessShader I created to bend the split stereo image to look like it did in the Kickstarter video along with matching the field of view specifications; so it's probably all kinds of wrong but at least it's ready to plug in the right values when I can get access to the SDK.
The other modes are standard red/blue, red/green for simple old-school 3D glasses, split stereo and interlace. Plain split stereo divides the display in half; this can be used with some 3D displays and also the eye swap option lets you cross your eyes to see the effect; though I don't recommend crossing them for very long :) There's also an interlace mode which may work with some 3D TV and computer displays with appropriate glasses. Minimal testing done so far so it all probably needs some tweaking..