Thanx for setting up the test project mgear, and thank you everyone for the feedback!
80 boulders made of 3 spheres each, tested for collision against each other and against a polygonal model (terrain) made of thousands of triangle is quite a massive task to perform 60 times a second
So, if you get more than 30fps in software mode, on a midrange PC, we can safely conclude that switching to PhysX was a giant leap forward from 3D Rad v6
There should be no big overhead due to internal 3drad messages in this case because RigidBody objects don't actually exchange messages with other RigidBody objects, run-time.
So, the performance we get should be basically the same that we would get with any other 3d engine which uses PhysX, when performing exactly the same task (exactly the same models, same number of polygons for terrain etc).
Keep in mind that actual performance depends on many factors, including how exactly the rigid-bodies involved collide (all at the same time vs over a longer period, or all around the same location or against the same terrain model versus far apart one another or against different terrain 'sectors' etc).
Also note that PhysX skips collision detection for rigid-bodies that are still (eg resting on ground). You should notice that frame rate gets better, in the mgear demo, after a while, when all objects are still. However note that sleep mode for rigidbody that hit the same terrain rigid-body may only trigger when ALL other rigid-body hitting the same terrain are still.