It's funny. In my experience, stereo rendering is not a make-or-break issue in VR. I mean, it depends on the app design, of course, but a lot of apps can get away with monoscopic without most people noticing.
I had a regression in an app I was building where it was rendering in a monoscopic mode and it actually took me a long time to figure out what was "wrong" with the app, but apparently, I was the only one who thought it was wrong. It went for at least a month before I noticed a problem and another month before I eventually had the time to diagnose it. All during that time, nobody made any comment about it, people were enjoying the app.
I eventually figured out that you really only notice stereo rendering in modern VR headsets if you have a lot of near-field objects with which to interact and you interact with them with direct hand gestures (either hand tracking or controller bumping). So, you need stuff to be within a meter of the user for them to really notice "this isn't right".
There is a gap past a meter and before 10 meters where it's hit or miss if anyone is going to notice the lack of stereo rendering. The more the user is moving around, the less likely they are to notice.
And then, anything past 15 meters, I don't think there are any VR headsets on the market (other than maybe the Varjo VR-1, but I've never seen one myself) with fine enough pixel pitch that anybody is going to notice the lack of stereo rendering.
Now, that's just "where does stereo rendering take effect"? Part of what I think makes VR good is the ability to get up close and personal with the environment, to manipulate things in your hands, so typically I think "good" VR apps are going to need stereo rendering, but it was still surprising to see that it's not a universal issue.