Hello eb,
I understand your concerns. I was an early adopter of TGEA so I know exactly what you’re talking about.
Consider though, how long did it take Unity to rectify this? Contrast that with how long Garbagegames had something like “Buy TGEA now! Don’t worry Mac users, OpenGL is coming soon!” on their product pages.
There are some sections of the Unity website where you might have a better argument, where things that are well known to be horribly broken are still listed as shiny reliable features.
But PhysX? Nah, every feature they listed you get. Unlike garbagegames collisions actually work in Unity. They don’t explode the game engine under situations like penetration slower than a certain threshold. Remember the 40 page community thread trying to fix that?
I view this particular PhysX page as just being old. It still referenced the old branding! I see it like me coming across a product page saying XYZ has all the features of DirectX (With a dirextX 3.0 label) and complaining it didn’t have SM 3.0 or whatever.
In a few months, all the product webpages will be in synch with actual features. PhysX, will expose all the features of whatever current lib they build against. It will of course be outdated again the minute NVIDIA updates their lib.
Is what you are asking, that Unity update their product information every time NVIDIA updates PhysX and state in bold “We do not support the new PhysX particlemadness feature?”
Soon networking will actually work. Threading will actually thread. All your asynch objects will load in the background. Your rigidbodies will do new and fancy stuff.
TGEA on the other hand? I’d lay money that slow collisions still blow it up.
While I’ve been uncomfortable with some of the things Unity has done stemming from a certain level of lack of communication, I understand it’s just growing pains as they’re expanding incredibly fast. It’s not outright unsavory activity like garbagegames.
I still have faith in the Unitoids as people and a company.