Anyway, what you did here is a distorsion. You stretched left and right view in order to show what gives a 3 monitors surround display on a simple flat picture. This is the general idea of this thread...show on a flat picture what you see on a spherical display. Or ask the game to produce the right picture for 3 screens with 45 degrees angle between each. That is the same kind of thing....
There are for the moment four ways to do it:
* vertex shader as mentionned before. Discarded because of artefacts.
*multiple viewports (from directx9 with swapchains, should make the game slower and cause GUI problems)
* pixel shader as a post-process effect
* projection of the frame on a stretched grid
After, it is a matter of rendering speed. According to graphic adapter architecture, the shaders/projection should be a lot faster than the multiple viewport. But I am not sure.
When you take a 135 degrees view, the three 45 degrees viewports views are already inside! You just need a little distorsion to get them, and prepare the same view as in your previous post. It is faster I suppose than asking the game to render three viewports.