Well, hot off a recent run in a few games i had already installed, here is my first initial review of a completely stock-settings Nvidia 3d display set.
I got my bundle with the samsung monitor, which by the way, is freaking awesome. Anyways, to answer one question quickly, does it work with LFS? the answer, yes!
While not as jaw dropping and pant-soiling as left 4 dead, you really do get a sense of depth with LFS. pylons "feel" closer than things behind them. the grass that stands up you can accurately gauge the distance by glancing at it. the car stands out against the track on isometric angled views. I'd say the biggest gripe i'd have is just LFS itself. as it's been said many times before its a racing sim, not a graphic realism generator. since you mostly get the depth sensation from contrast of depth between objects, the lack of objects kind of takes away from the total effect.
In L4D, the piles of corpses, and strewn about items, and general closeness off all the bits really stands out. it really pulls you in visually, things seem to be more solid, and have not only depth but thickness.
As for the glasses themselves, i wear glasses, and they do fit over them nicely. they are VERY light... it's hard to beleive they are anything but plastic sunglasses. but in there is a battery and them lovely shutters. Witht the 3d effect off, they are slightly tinted, but once you fire up an app or game that uses them, they darken considerably. it's not distracting while staring at the monitor, just takes a second or two to adjust to the now darkened screen, and then it's easily forgotten.
One thing that poses a problem for me now, wearing two sets of glasses, getting my big-ass gaming headphones over all that.
I'm sure you've heard about ghosting with the 3d setups, and i gotta say, it really is minimalistic depending on the game and the settings used. i'd say most 90% of the ghosting comes from objects that are either extremely close to the camera (dashboard in LFS) or HUD related things (crosshairs in UT3). simply turning down the depth with the scrollwheel on the iR emitter takes away most of it.