Nothing good in life is for free

This is certainly a valid argument. Dwelling into the PhysX Code however is far from a 5 minutes job, as already mentioned above.
One could draw the comparison of buying a car - but all disassembled - and the car dealer says ‘what do you want, it is all there. You got all the source parts’. :slight_smile:
The entire point of using UE4 is to not do things like that yourself, in my opinion. I could write my own little engine otherwise.

Physics multithreading is essentially included in any engine by default, because it is a very cpu stressing application.
Yes, PhysX itself is multi-threaded, it just seems the UE4 task scheduler does not distribute very well.
Is Ori Cohen referring to the async scene? When I run physics in UE4 on my Intel i5/Win8 and the simulation gets heavy, then the frame rate goes down to slide show level and there is no sign of using more cores. So usually 2-3 Cores of my quadcore are not used. (no async included, which is destructibles limited I believe) and I look at a slide show.