Just saw Notch responding to this PCGamer on Twitter, and I've gotta say, it's pretty amazing.
Basically, Blinky takes a non-standard image projection and allows it to run in real time by combining several "snapshots" surrounding the player into a single image that shows a lot of visual information with relatively low distortion. This is just a basic proof of concept to see if the same idea can be applied to other games/engines in real time, so stay tuned!
http://www.pcgamer.com/peripheral-vision-in-games-gets-ultrawide-boost-with-new-quake-mod/
The default field of vision in Quake—yes, Quake, the groundbreaking Id Software shooter from 1996—was 90 degrees, an angle nowhere near the roughly 180-degree field of view that Wikipedia says normal humans possess. It also proved rather limiting in multiplayer conflicts, in which being able to see the people who are trying to kill you is an important part of preventing said killing. The Fisheye Quake mod went a long way toward rectifying that problem, but it suffered from issues of its own in the form of some pretty severe screen distortion.
It's a problem that's taken nearly 20 years to solve, but now, in the new millennium, there is light at the end of the tunnel in the form of a modified version of Fisheye Quake called Blinky. Its goal isn't actually to bring better situational awareness to Quake, however, but rather to demonstrate a "proof of concept to put peripheral vision into games," without requiring VR goggles.
Basically, Blinky takes a non-standard image projection and allows it to run in real time by combining several "snapshots" surrounding the player into a single image that shows a lot of visual information with relatively low distortion. This is just a basic proof of concept to see if the same idea can be applied to other games/engines in real time, so stay tuned!
http://www.pcgamer.com/peripheral-vision-in-games-gets-ultrawide-boost-with-new-quake-mod/