I don't agree, the lighting and transform overhead is per pixel,
1600x1200 = 1,920,000
1680x1050 = 1,764,000
those calculation are per pixel, so the WS will be faster, doesn't matter about wide angles, correct me if i'm wrong, though.
I write computer games for a living, btw.
It depends on how the widescreen has been implemented but, in most cases, you have a higher overhead for widescreen than for 4:3. The wider viewing angle will show more geometry, this geometry needs to be transformed and lit for each vertex, then pixel shaders are applied over this. There may also be additional depth sorting going on if transparencies are involved, and more lod calculations and shadowing, etc. So, wider viewing angles will often hit the processor more too.
Of course, it does depend on the exact game you're playing, how's it been implemented, what effects it uses and so on, but, in my experience, widescreen will tend to produce a slightly lower fps than 4:3. The effect, however, is minimal.
So, really, er, don't worry about it.
