It's the projection ED uses (and most computer games and cameras do) commonly known as a
Rectilinear Projection. Once you get to 90 degrees FOV objects at the sides are twice as long (four times in area) as those in the centre (some trigonometry and limits will allow you to work this out). For other FOVs the distortion amounts are:
1/(cos(x/2)^2) where x is the field of view.
So for:
60 degree: 33% bigger
90 degree: 100% bigger
120 degree: 300% bigger
So if you've made you FOV bigger, the side screens are largely wasted space taken up by objects 16 times the area on the screen they otherwise would be.
So if they want to get widescreen working, they'll have to try a different projection other than the usual rectilinear. Although that being said, rectilinear is very simple (so it's fast) and works well as long as the FOV isn't too big. Once you go too widescreen so what they could do (like so other games do) is simply have three cameras (one forward, one left, one right for example) and simply output the result to each screen individually. This would eliminate the distortion, although would put a little more load on your graphics card.
And Eagle with 4 monitors (centre, left, right, above) each with separate camera angles would look awesome.