Actually, shadmar, none of the actors (or rigidbodies, in 3DRad/3Impact terms) that I've used in these tests are sphere-based. Except, of course, the spheres themselves. That's what I like about PhysX.........the 4 main rigidbody primitives (sphere, box, capsule and plane) are complete, single rigidbodies. They can be combined in any way to make up more complex multishape rigidbodies (or actors, in PhysX terms). I guess that the closest PhysX actor to a 3Impact sphere-based rigidbody, is the Convex Hull actor..........but FAR easier to define (see the teapot in Test4).......you just have to enclose your object in a hull........no fiddling around with a bunch of spheres!
Therefore........as you mentioned.......there will be none of the floating or sinking corners that you get in sphere-based rigidbodies.