only if they adjust FOV for current games... what is now is only weird stretch image
Question is who will do this adjustmet for Elite ? FDEV don't care about Steam VR users , recently all improvements comes to Rift
Current guessing is that it may be a matter of the required FOV in fact being rendered, but that OpenVR possibly always expects the two camera view planes to be in-line, so instead of swivelling the in-game virtual cameras to match the head-wrapping canter of the display screens, you have to extend the projection from two forward facing ones to the wall-eyed physical screens, and the post-effect warping of the rendered images, that does this, may leave a bit to be desired (not to mention the matter of diminishing returns, as things get more and more anisotropic, approaching infinity toward 180 degrees).
(EDIT: As an aside, it does occur to me, that if (IF) the on-HMD video scaler has the flexibilty, is should in theory be possible, with the "8k" model, to balance one's DP1.4-mandated 2.5k limitation, so that one could, to taste and situation, trade FOV for more detail. Eg, maybe I want the full horisontal FOV in a first-person shooter, and accept that those 4k display panels are not used to their full potential; But maybe watching a movie, perhaps it could be desireable to frame and map the 2.5k incoming video to just the first 50-60% of the screens, for better detail, and either black out the periphery, or do a radial extension trick out there...)