The stretch is actually the (a?) completely correct way of rendering for the FOV set in the game. The game renders as if your tv is a window and it knows how far away from the window you are. How it "knows" how far from the window you are is the FOV setting. The issue is that the FOV that your monitor is subtending of your eyes is not the FOV that the game is rendering. At 90 degree FOV (fairly standard for a lot of games) at 6 feet from your tv you need a 12 foot wide (165" diagonal) display. If you had a display this large then, when you looked out to the edge (from a central sitting position 6 feet away), that stretched picture would look correct to you. If you have a 55" diagonal TV, ~2 feet is the distance you should be sitting to get an undistorted view of 90 deg FOV. With a narrower FOV the (correct) "error" doesn't look as bad. In the end it is a (normal) problem between the monitor and chair that you probably won't be able to fix satisfactorily because it is already correct. The best correction (other than sitting at the obnoxiously correct distance) I can think of is getting an oculus rift and "virtual desktop" and placing your virtual display's FOV equal to your game's FOV (in flat not curved screen mode).
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Sorry one more thing to add. There could also be an issue of vertical vs horizontal FOV. If the ratios between these are not correct for the monitor aspect ratio then things will actually be wrong. I haven't don't the math but I think the ratio of FOV's should actually change as a function of one of them. If the games did this incorrectly, then things will actually be incorrectly stretched even if you are sitting in the right place.