The fog / gas short-cut can be implemented as an alpha filter over an flat surface (because in 2d you can't see the difference. Play a few tricks with the alpha channel so that the edges have a higher transparency than the center, and your brain will interpret the whole as having a cloud like volume). In 3d, it looks flat (like somebody is doing a light show against the wall).
Aiming rectiles are the worst though. They are often a 2d sprite / part of the HUD. When viewed in 3d it becomes the nearest thing to you and its kind of difficult to aim when the crosshairs appear to be behind the gun you are pointing
I'd love the devs to do the relatively trivial work of making the aiming recticle 3d. I'm worried the iron sights feature of FNV will be unusable in 3d without it.
The hype around 3d is over the top, but I'm pro-3d. And I'm more pro-3d for games than films (if you're watching a film (a) you have to look at the focus depth the director expects (this isn't true for games) and (B) if you're still thinking about 3d 15 mins into the film, I'm guessing the film isn't very good).
Disclaimers:
I don't actually own a nVidia 3d vision system. I have used the eDimension system which is the basically the same system (shutter glasses). With the arrivial of 120Hz LCD monitors, I've been looking into it again. While I write code for a living, nobody has ever paid me to write a graphics driver. And if they have any sense they never will
