Now, it all you want to do is try it and don't care about how it's achieved, just go to
https://mega.nz/#!cb...jpIqwzY_4lzzpxw to download the package, unzip it into the root of your D:\ hard drive (because that's where the preexisting settings expect to find it), set your desktop to 720p (because that's the resolution the preexisting settings expect) and double click on the shortcut to play.
Instead, if you care about technical details, read on.
If you've ever run the SETUP.EXE in LameDuke, you'll know about the "120Hz Stereo vision (for Crystal Eyes)" mode. To use it as it was originally intended, you needed the CrystalEyes shutterglasses, which used to be a high-end product, and a CRT monitor that supported a refresh frequency of 120 Hz. The game would then display an interlaced image, with the left eye view in the even lines, a line blank, the right eye view in the odd lines, and another line blank.
With all probability, if you tried when LameDuke had just been released, or in one of the official DosBox releases, you'll have concluded that it didn't work at all, either because your monitor did not support that frequency if you ran the game in DOS, or because the official DosBox cannot display it correctly. However, I recently discovered a distribution of DosBox that displays the CrystalEyes mode correctly: DosBox SVN-Daum. Another thing this distribution can do is use OpenGL to render the game view as a texture which is applied on a vertical plane, which is what you see.
If you run LameDuke in CrystalEyes mode in DosBox SVN-Daum, this is what you'll see:

But if you try to view LameDuke in stereoscopy like this, you'll see that it doesn't work right yet. The total height of the image is 480, but the right eye view starts at a height of 256, not 240 like it's supposed to. Your brain won't be able to merge the two views into a 3D view, unless somehow the right view is shifted up to the correct height.
This is why the package contains a third component. Remember how DosBox SVN-Daum uses OpenGL? This means that programs like ReShade can interface with it. The third component is ReShade, with a shader used to correct a preexisting stereoscopic view. In the package, it's preset to work at a resolution of 720p; if you want to use another resolution you'll need to understand the meaning of its parameters and modify them so that the view is displayed correctly.
If you press Shift+F2 when the game is running, you'll see four pairs of numbers:
-40 140
40 -190
1 1.7
1 1.7
They mean:
- Shift the left eye (upper) image 40 pixels to the right and 140 pixels upward
- Shift the right eye (lower) image 40 pixels to the left and 190 pixels downward
- Multilpy the width of the left eye image by 1 and the height by 1.7
- Multiply the width of the right eye image by 1 and the height by 1.7
If you use a higher resolution, you'll need to modify the first four values, because the images will need to be shifted for a greater distance. Instead, the last ffour values are constant for every 16:9 resolution, because they are ratios.