I understand your point - But you are missing out some key facts. The main reason for this distortion is Image Projection. Video games use a Rectilinear projection. Rectilinear is favored because it preserves straight lines. However, the disadvantage of this is that the maximum FoV is <180. If you want a correct projection of 180 degrees or more, you need to use Cylindrical. the problem with this though, is that straight lines are not preserved.
Now, when an image is taken, its taken from a single point. The lens is curved, so the correct way to map this would be onto a curved surface. My best example of this is google street view. If you look at google street view, all of the straight lines are straight. However, if you took the image and laid it out flat, all of the lines would be curved. Here is an example of a (technically) correctly projected image.
http://upload.wikimedia.org/wikipedia/commons/5/5f/Chicago_Downtown_Panorama.jpg
If you were to glue that to a curved surface, the lines would be straight. The problem is, were trying to map a curved image onto a flat screen. Since a projection is required, people use rectilinear since it keeps the straight lines and looks more "realistic"
However, there is obviously distortion.
http://www.qwerty.com/Environmental_Imaging/Index.html - This is a good read. A certain distance down, it shows an image with a cylindrical projection and then as a virtual movable image. If you want to get really confused, the virtual movable image is projected back in rectilinear =p
http://www.tawbaware.com/projections.htm - The first two images on this page are examples of an image using Rectilinear and Cylindrical projection. As you can see, the top one has distortion in order to preserve straight lines.
Now, with triple monitors, the distortion is obviously because of the rectilinear projection, preserving the straight lines. There are two solutions that solve this.
1. Use 3 virtual cameras on a single point. The problem is we're trying to project an image from one camera onto three different surfaces. Since with rectilinear the further out on one camera you get the more distortion, each minotor is only slightly distorted on each edge. If this is calibrated with the angle your monitors are at, this will have the benefit of the horizon being a straight line, rather than the horizon with angled multiple monitors being skewed slightly. It is only skewed in your perception though (Think holding a straight ruler behind your monitors, it slowly goes towards the top of the side monitors depending on their angle to the middle. This doesn't matter if all 3 monitors are flat.), and not in a screenshot. If you think of your monitors as windows, if you angle one now then the horizon isn't straight through those windows. On the technical level of the computer though, it is.
Here is a video - It turns out iRacing supports exactly this: http://www.youtube.com/watch?v=_C9qsrUniOg
2. Curved monitor with a Cylindrical Projection. Think google maps - everything is right. If this is calibrated properly at the angle of view of yourself to the monitor, the virtual world is rendered perfectly - and all straight lines are straight relative to your perception and the "real" world. However, this has to be curved on both axis, to essentially create a sphere with your head as the middle point. (EDIT: Looks like this exists - NTHUSIM)
This is incredibly confusing to type, but if you do a bit of research it makes sense. What you are proposing on the OP is going to be far too claustrophobic on the vertical axis.
I did a crapton of reading when I wanted to find out why the distortion happens, so any questions fire them at me and I'll try to explain.
(If this has been posted before, disregard me. I wanted to clear it in my head a bit too =])
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