Ah, the convergence debate
This is one of the most debated subjects in 3D. To converge or not converge. Its actually a remnant of the old film days when very limited post production was available. Today, we have a raft of tools to play in the digital back office.
The two strongest arguments against convergence is the danger of infinity divergence, and of image keystoning. Both mess with the brain and cause headaches.
But with parallax, you can never have infinity divergence or keystoning.
However, you do need to overshoot the image width to allow for post production depth resetting (float etc). This is achieved by sliding the left and right images towards each other - this is a vital stage for matching the scene to scene cuts. As in CinemaScope where its really bad to have subjects switching from extreme left to right shot-to-shot, cutting from different scene depths is not good for the audience. So the idea is to make planes of interest the same.
In this example, the left image is the original, with guy set back from the screen space. The right is the adjustment. The black lines are the camera axis in parallax, the red and green lines are the unchangeable angles to the object IN THE RECORDED IMAGE (ie, not at the point of shooting - this sis post-production).
The right image will be a better cut as he is now in the same plane of interest as the previous shot: The cup is now floating forward of the screen-space, drawing the audience into the shot.
This middle-adjustment is actually very easy but is seriously difficult for noobs to get their head around as there is no equivalent in the human brain - the eyes are fixed distance, and there is no intermediate image process before the data reaches the visual cortex. But then, the eyes can't zoom either but the brain has no problem when viewing such tweaking optical data.
Download Stereo Photo Maker, load a stereo image and hit F5 - then use the left and right arrow keys to move the point of interest into a "mono" position: That's the screen space.
If you go see Avatar 3D, take your glasses off and the left/right merged images unprocessed, you'll see this is what Cameron is doing - no major ghosting on the character.
Also, this shooting over-width is the same techniques used in the FujiFilm W1 digital 3D stills camera. They align the image in memory then throw away and edge safety they don't need when they save.
Hopefully that's as clear as mud as usual - I like consistency
Rhoel