Alright some notes about running a super ultra curved, super ultra wide monitor. Please indulge me as I get into the weeds of technicality a little bit.
It's a 49" Samsung G9 Neo, 5120x1440, 240 Hz, HDR, variable refresh etc etc. Top of the tree. Previously I used my 55" 4K TV but ran it in 1080p mode so that I could get 120 Hz out of it.
It's now mounted above my pedals on the VESA mount which came with my racing rig, whereas before the screen was on a TV stand almost twice as far away. The screen has the same physical width as my TV but half the height. Using iRacing's built-in FOV calculator I went from 53 to 84 degrees, so I get a significant increase. I do lose about 20% of screen height though, so 16:9 video is smaller but 2.39:1 movies are bigger provided they fill the screen.
Good bits:
Response time and input lag is nearly zero. This is a very minor difference to my TV which had one of the lowest input lag scores of any TV when I bought it in 2018; 7 ms in game mode. Now it's purportedly 1 ms, and I'd be hard pressed to see the difference.
Very wide and even display of colour and brightness. Makes games feel like they're on a huge theatre screen, which I had only experienced in VR before. Landing a small plane on a big runway in MSFS makes you feel small! The centre of screen is also up at my eye level now, which helps a lot.
Multitasking. I can have a billion windows open side-by-side. Samsung even has a neat piece of software called Easy Setting Box where you can customise the preferred size of your windows with a drag-and-drop interface, which might even be useful for people with normal screens, so check it out. Another good one is picture-by-picture, where the monitor can display two full-screen 16:9 images from two of the three inputs. You can mix-and match between HDMI or Display Port, pick which input uses the left or right, or even overlay an image on the corner on top of a full 32:9 main screen.
Best feature is VRR provided by G-Sync. I now have absolutely zero tearing, and uneven frame rates might still look choppy but they're displayed much better. It's even palatable when the scenery around MSFS's Manhattan pushes your GPU into 15-20 fps territory, so long as you don't look sideways. A nice calm forward viewpoint is best here. Anything above 45 FPS looks like silky smooth 60, and above 60 is just butter.
Bad bits:
Nothing caused by the monitor, but here is where things go deep with my own findings, which may not be correct, but here goes...
Almost no games truly support this monitor. It's meant to be the best, and in a hobby where people always want the best it's surprising that there is nothing said about this. The core of the problem is that all games assume you have a flat screen, and display 3D images accordingly. When you take this flat perspective and then curve it around you, the far portions of the screen become distorted. Add in a lack of lens correction and it is even worse. Let me explain with a really shitty graphic:
Look at games in this way: your eye is the camera, and the screen is a window to the 3D world. Objects are presented to you as if the screen is your window for looking at a 3D environment. The outermost edges of the screen represent your FOV, and if you want things displayed realistically you will want the calculated FOV to be correct. For sim racing this is very important, but for other games it might be a personal preference or a 'nice to have' feature.
Now consider what it means when the screen is curved around you. In the graphic, the place where the lines intersect is where the objects should be rendered on the screen. If the screen is curved, these locations will change. As you can see the lines converge onto different locations of the curved screen compared to the flat screen. But since most games display only a flat image, you will get a warped perspective because you're essentially looking at the image from the wrong angle.
As mentioned earlier, Halo Infinite looks terrible. Great game, but distracting warping. Here are some examples. The first image is using the default Halo setting of 78 degrees FOV. Look at the tower right in the centre of the image.
Here's the same scene, same settings, but I pan to the left and the same tower is now at the far right edge of the image. It now takes up roughly twice the horizontal screen area of the first image, and is quite a bit taller. The base is the same level because it is near the centre of the screen, where distortion is much lower.
Here are comparison shots of Halo in the default 78-degree FOV, as well as the calculated 'correct' (for my setup) FOV of 84, and the minimum of 65 degrees. Yes, I made jifs for you!
I even have video of what it looks like in motion, both using Halo's default FOV.
It's so badly exaggerated when flying the aerial vehicles that I don't know how they would let this go. A partial fix for this is to use lens correction. Here's what it looks like in MSFS.
As you can see they increase the size of objects in the middle of the screen so that the objects nearer the edges are in a more correct perspective. This is a stop-gap measure as it probably only accounts for flat screens. And even then, I think what Halo looks like is far too much for lens correction to sort out.