I suppose yes, as the scene isn't changing at all, the models, textures etc. can be taken as exactly the same. Scene-wide optimisations could be reused in principle, and you'd just have the grunt work of rendering the triangles. I dunno what percentage of rendering a scene that is, but I imagine it's a lot more than 20-30% that you'd need to double up on.
Assuming the eye separation was always horizontal, you could do some funky pixel scanline optimisations when drawing triangles. In the case of no occlusion, render the left or right view normally (assuming left or right eye dominance in the user - or choose the wider line of pixels) and interpolate those results to the opposite view.
The trouble comes when dealing with the corner cases, of course.
The big one would be dealing with view dependant effects like specular reflections. However give developers control over what shader constants are view dependant and you could optimise this case down quite a lot too.
Beyond that the problems probably more closely mirror 2x AA. Double the memory, double the bandwidth (ignoring cc), etc.
**EDIT**
Actually. No, I wasn't considering perspective warp.
Never mind