Um, maybe I am out of the loop, but I do not think Godot uses PhysX or has plans to.
As far as I know, Godot uses the Bullet physics library, with no plans to support PhysX (according to the FAQ).
As for having constant physics across network connections, you are right that Bullet/PhysX have slight variations based on the hardware used for the simulation. There are ways around this though (I would suggest reading the article linked in this question about PyBullet and/or the articles linked in this Reddit post ).
Last I knew, the reason the software 3D physics engine in Godot is being dropped is because no one wants to support it. Using Bullet instead of the custom Godot physics engine had some major advantages:
-| Changing to Bullet lowered the amount of work needed to maintain the 3D physics code base.
-| Bullet is much faster than the old physics engine, by a lot.
-| Changing to Bullet allows for features like soft-bodies, which otherwise would have been impossible without someone writing a custom soft-body solver for Godot's software physics.
-| Bullet gets updates and bug fixes independently from Godot. This mean even if no one wants to work on physics in Godot, Godot can still get the latest fixes and features from Bullet.
If you really need to sync physics across the network, then perhaps using something like the old Godot physics engine makes sense, but for most game developers, using Bullet works fine or even better than the old physics engine (since most games are single player, many developers will never encounter this problem at all!).
That said, I'm not sure if the old physics engine is consistent across computers either. It may be that the old physics engine changes simulations from computer to computer. Ultimately, for the old physics engine to stay in Godot, someone will need to work on it to fix bugs and support new features. Right now nobody wants to, and so the plan, last I knew, was to drop the old physics engine in Godot 3.2 in favor of Bullet.
Also, most of the core developers rarely visit the forums. If you want Godot to potentially keep it's old physics engine, your best bet would be to post on the Facebook group, Discord, or somewhere else where the core developers visit more frequently and see what they think. :smile: