1. How can a definite angle exist for a given screen size/ratio, game-FOV, and user-distance to screen? In IR, AC, and (I think) LFS you can change the rendering on the outer monitors only - which therefore allows almost any angle you desire - without changing either the screen size/ratio, game-FOV, or user-distance to screen. Therefore, depending on how the outer monitors are rendered, the outer monitor angles can almost be limitless (or at least limitless between 0 degrees and 90 degrees)...
2. Does bezel compensation affect this even further? If so, then almost every triple screen user uses some amount of bezel compensation...
Mr. Pix, the current picture as it is currently (connected to screen size, screen aspect ratio, game FOV, and game selected), with a second more basic pic beside or underneath it which is a much simpler, direct overhead view which is only connected to the angle (and states the angle at one of the angle corners). Just the angle could be connected to this pic (and maybe aspect ratio if you want to go a step further, but I think screen size would be pointless and a waste of bandwidth, as well as game FOV and selected game since you can't even see those as the picture would be a 100%, exact perpendicular overhead view). Of course you could get fancy and do all sorts of off-centred views and such so as to combine the currently used graphic with the monitor's angle.
WhiteShadow, maybe I have wide bezels but I've stated multiple times that just about every single item in the game's U.I. is viewable and therefore usable. So I do not have a total of 8cm of the RF2 U.I. cut off. Well maybe edges of the irrelevent, non-functional background image, but with regards to the actual U.I. (the functional stuff we click, read, view, etc.) I don't have anything cutting off from what I remember. Also, In a worse case scenario, Nvidia and I think AMD as well support bezel peeking at the press of a button, but I've never had to use that, ever.