Okay, as per the discussion in the "Condor 2.0? honesty please" thread it seems I need to clarify what I mean by "multi-monitor support". I had thought I had expressed myself clearly before but there still seems to be ambiguity so let me clarify further:
There are two viable ways in which multi-monitor support can be brought to Condor, and they are the "Extended Render" idea, where a single 'canvas' is simply extended to become a single very wide image which is then "laid across" multiple adjacent monitors.
That is, a single rendered image such as this:
Is just laid across multiple monitors like this:
While it works in a pinch there are several shortcomings to this approach. The first, obviously, is that the additional edge to edge distance from the left side of the far left monitor to the right edge of the far right monitor is simply much greater than it is for a single screen, so simply 'stretching' the original image to extend to these bounds is not appropriate. Instead one needs to fill the additional monitors with additional imagery that is not visible on a single monitor. This is achieved by extending the "Field of View" (FoV) such that a wider arc of scenery is rendered so that it can be spread across the wider screen space, and while this seems trivially obvious (which it is) this functionality still needs to be made available in the game. Now, as it stands DirectX 7 limits the maximum width of a rendered image to a poultry 2048 pixels, which is clearly insufficient for a multi-monitor setup however people have been able to get Condor to render 'canvases' wider than 2048 pixels by using a DX11 "wrapper". This is all well and good but it is only half the story fore simply being able to render a wider image doesn't help us much if we are unable to extend the FoV appropriately. In Condor one can adjust the FoV some by 'zooming-out' however it seems there is a limit to how far one can 'zoom' and it's not exactly clear how wide the FoV is being set to as you zoom. So, to facilitate the most basic form of multi-monitor support an adjustable FoV is required, and at the very least I should hope this will be made available in Condore 2.0. I have heard of some pretty hackey workarounds to accomplish this in the current version of Condor but you wouldn't call it 'supported' as such. My hope (and indeed now my expectation) is that this functionality will be intentionally exposed to the user in Condor 2.0, which will be a tremendous step forward.
There is unfortunately however a problem one encounters when simply 'extending' the canvas, which is that as you extend the FoV wider and wider most graphics engines introduce what is known as fish-eye distortion (though the actual distortion seems to be the opposite of fish-eye —ie. elongated at the edges rather than compressed). I'm not exactly clear on what causes this distortion but it's no doubt related to rendering what is essentially a spherical representation onto a flat plane, and it is a real effect in the true world (see the Moon-Terminator illusion for an example). It is possible to balance out 'fish-eye' with 'pin-cushion' distortion and FlawlessWidescreen
(Wide Screen Gaming Forum?) are two projects dedicated to this, but these solutions have their own shortcomings.
The other and far better solution is to render an entirely separate image for each screen and personally this is what I and many others are hoping for. I won't go into too much detail about this as it's fairly obvious and has already been discussed, but in short it reduces the distortion and allows for different shaped displays, like this: