I replied because I thought, and think, that my suggestion should help - rather than vaguely say "it looks like it's in slow motion" - do some basic numerical comparisons of simulation against theory. I can't see any mention of you doing that. PVD is useful for that.
I missed one sentence where you mention PVD out of 15 detailed posts. I'd say that's not unreasonable (though I agree it's in the original post!). Still doesn't invalidate my suggestion though.
It seems like you code by copy and paste, and if A/B doesn't work you just try B/A instead. That doesn't really work for physics stuff, in my experience.
i mention PVD twice in my 1st post, 1st time as an item in a list. and then in post 6 i mention again, that i do test with PVD. that's why i assumed, that you didn't read this thread at all.
copy paste exactly what? the only thing i copy-pasted(and openly stated that) was time-stepping function from documentation. it was in attempts to find a reason for my original problem with objects falling through stuff, by minimizing deviations from basic documentation code. and i couldn't tweak it in a sensible way, because it lacks any description. as soon as i've got some hints on how it should work from someone, who has more experience with PhysX, i fixed it and cleaned it up. you know something more sensible to do?
other sections of code are also based on documentation code with only necessary alternations. i always do it like that, when i gradually figure out something. i see no point in wrapping it up yet, because i tweak it a lot.
about simulation numbers. ok, i spawned a unit sphere with a density of 1 at some height, and using PVD i measured that without any deltaTime scaling(so everything is slow-mo), gravity of -9.8f and stepSize of 1/30 it touched the ground in 2.5 seconds, falling 132 units from starting point. well, it's velocity wasn't constant, but i'm not sure how else can you measure it.