Hi,
NOTE: Whenever you are running a single instance of Google Earth you are getting a wide field-of-view but it IS NOT wrap-around immersive.
Unless
you are doing yawOffset (so the side screen views are rotated slightly to the left or right), those three screens should be arranged in a straight line
NOT curved!
It may look "good enough", but it's not immersion and the view is actually incorrect. What it does is make a really wide and short view window into the world. But anyone can do that on that on a single-screen by simply resizing the window and then sit really close to the screen :)
You will have this problem with any simplistic "wide screen" game that does not allow for view rotation/offset for the screens on the left and right. Most sim software has config for this, but a lot of game engines don't (yet).
Anyhow, the options for Google Earth from simple to harder...
1. are you absolutely sure there's NO native support
via the Nvidia control panel for bezel compensation with that
configuration (3x GTX670) ?
2. try Xavier's multi-screen friendly Earth API application
http://www.fluidnebula.com/3. Use Linux and set display offsets in Xorg config to do the bezel correction.
4. Run multiple instances of Google Earth Client each configured with ViewSync like a Liquid Galaxy config, as Stuart mentioned. One a single host I've only seen this done successfully with Linux.
5. Get two more PC's and do a classic Liquid Galaxy (3 PC's, 3 screen's, 3 Earth's). Could be Windows or Linux. Search "Liquid Galaxy QuickStart".
note: options 1 and 3 do not offer true immersion, as per discussion above.
I've used single-card AMD Eyefinity and Nvidia Quadro's, both vendors have native bezel compensation for single desktops. I haven't tried multi-card systems.
Let us know what you find!
Cheers, Andrew | eResearch | University of Western Sydney