Stonemonkey
The camera is always moving anyway, the fact that it is moving a bit more from side to side than usual for each frame should make no difference.
On the contrary, if the scene moves from side to side, you should expect the scene viewed by both eyes to move from side to side, not just one eye!
The only question worth exploring is what happens when the frame rate drops...
Unfortunately this is a valid point for GT5P & the GT Academy Time Trial demo.
For the purposes of an example lets assume GT5 in 3D experiences a single torn frame where the tear is high up the screen and so the majority of the display is comprised of the previous frame buffer content. As GT5 runs in 60fps (N.B. 30fps per eye), one might assume that the 2nd (torn frame) eye would merely experience a frame rate drop. That is not correct. The second eye would actually see the other eye's perspective and thus completely lose the 3D effect. The first eye would probably not see any drop if the frame rate immediately recovered (N.B. Just one torn frame). The effect would seem like one of your eyes suddenly twitched horribly.
i.e. This.....
Total frames = 6 (i.e. 60 fps).
Frames per eye = 3 (i.e. 30fps).
LEFT EYE. ~ RIGHT EYE.
1. OK. ~ 2. OK.
3. OK. ~ 4. TORN (high - such that majority of previous buffer still shown).
5. OK. ~ 6. OK.
Left eye sees 3 frames out of 6 (i.e. 30fps from 60fps).
Right eye sees 2 frames out of 6 (i.e. 20fps from 60fps).
Compared to playing GT5 at 60fps the majority of the time in 2D, playing GT5 in 3D would often see one eye experiencing the equivalent of 2 frame drops because of the switch to the left eye. The difference in quality from 60fps racing to 30fps racing is significant enough, but a drop from 60fps to the occasional 3D to 2D glitch from 30fps to 20fps would be truly horrible.
To expect GT5 to have 3D is unrealistic. As far as GT5P goes however, it is mostly consistent at achieving 60fps and where frame drops do occur they're singular *torn frames* so even there stand some chance of outputting a majority chunk of the new scene from the frame buffer to the display. It all depends where the tear occurs.
As evidence, I supply a link to Digital Foundry's analysis of GT5P
here where you'll see that frame tears whilst driving are not consecutive and the frame rate never drops below 30fps (in the analysis). If GT5P ever drops to 20fps, a 3D version would ensure that the right eye would effectively only see 10fps (one tenth of a second).
Expect PD to work on improving the frame rate for GT6 such as to make 3D a more realistic possibility. A much better alternative would be for Sony & PD to allow two or more PS3's to be networked to a TV, or to ensure that GT6 only sees the light of day on the PS4.