For PhysX, there's got to be a short term fix. Games haven't been unplayable on AMD and Intel GPUs all these years, so maybe it's just the game detecting GPU Vendor as Nvidia and forcing physx on. Feels like there'll be an easy way to workaround that.
As far as I am aware it's people intentionally turning it on. It does make a big difference in how things look in a few games (emphasis on few), but you can always turn it off to get the game to play. And it has indeed run like shit on AMD and Intel GPUs since the beginning.
I assume Nvidia made a hard cutoff because it was a big drain to drag that old code around and there were probably security issues they didn't want to/couldn't fix. The application I work on for work is old and has compatibility with stuff up to 20 years old and the main reason we get rid of old features/code is because one of our security scanners starts screaming about a new exploit and it's not worth the dev time to update it. At that point it's policy, we have to fix it or remove it, we aren't given the option to delay because we don't have time to deal with it properly right now. This feels like that kind of situation.
I go through phases of consuming this stuff, but the more I watch, the more I feel like problems with the consistency of their viewpoints comes down to feeding the YouTube beast so they can make their living.
The Q&A clips are pretty painful to watch some of the time as they parse the blahblahblah in real-time.
I mean DF is only like 4-5 full-time guys and some part-timers, covering PC hardware, consoles, retro, and games on all of it. Stuff is going to slip through the cracks. Same goes for GN, HU, and the part of LTT dedicated to PC hardware. There are still no better options, they are all miles ahead of any traditional media reviews on stuff, who these days typically have much less knowledgeable people doing reviews with far less time and resources.
The differences were pretty impressive. And just watching that video of the Hitman level with deformable walls made me think, gee, why aren't games doing that today very often?
It's not because games can't, the physics systems available today are much better than back then and could do it, but it's because it's a whole lot of dev work for something that's not core to the game. Once you allow deformable/destructible things you take away one of the core assumptions of the game, that your level geometry is static, and have to start thinking about how to keep players in-bounds, what to put behind things that are destroyed and looking out into the skybox, etc. What if the player destroys the stairs they need to get to the next area? What if an interactable key object falls down into a hole they blasted and they can't pick it up anymore? It's possible to work around those issues, but it's a huge amount of dev and QA work unless your game is centered around destructibility. For most cases these days, having a few pre-planned destructible objects is good enough.
There's also the fact that those old PhysX effects certainly looked cool, but they weren't realistic in the slightest. They look very early 00s graphics demo, where having a whole bunch of particles on the screen moving in a semi-realistic without slowing down the framerate way was impressive. We have kind of moved past that. Games either want way more realism or go for more abstract hand crafted particle effects.
They only support FSR 2.2 and whatever form of DLSS they have, they don't have a way to separately enable just the AA part (DLAA).
They are going to support the newer stuff, they just haven't had the time yet. Their engine devs have been working on some stuff to get the game running on Android and they are also switching the lighting of the game to GI, so they have been busy.