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https://www.youtube.com/watch?v=mWJWJlOERmw
This gives you the illusion of triple screen but not the actual image.
Other sim racing games have a "Projection correction" or "triple screen" mode to counter-act this.
If you look at a corner on the edge of the screen because it's so stretched it appears as its straight instead of a corner.
It would be a great give to the sim racing community if codemasters did this.
Nope to not get streching dev´s must implement a way so that each monitor gets rendered as individual viewport there is no other way to fix this.
Currently if you would use nvidia surround you would have a normal image on the center screen but the outer screen gets a "halfed" image wich then is streched.
Nvidias fix is named "simultaneous multi projection" don´t know about amd tho.
there are several problems with an ultra wide
1st 3 screens are usualy cheaper
2nd if you have a very demanding game downscaling resolution on an ultrawide will make the whole screen look terrible.
3rd ultrawide have to many problems with games where UI elements cannot be re-arranged.
4th you way more adaptable and cheaper with 3 screens instead of one ultrawide
the problem with changeing FOV is that your FOV on your center screen is already perfect wich means changeing the fov may correct something on the other screens but at the same time ruins the center screen unless you found a way to only affect the fov on the outer screens wich iam not aware about
The FOV is very broken by being just a random number with no clear explenation what degrees it should be.
The FOV calculators try to guess this but this gets broken on wide screen displays. As the game FOV always calculates it as a 16:9 if you have any other aspect ratio you have to experiment on your own and see where you find yourself without a guide or any idea.
Anyway i think just a clearer number with meaning on FOV and to correct the far edges to stop from stretching will fix all these issues in triple or wide screen displays.