Well, what else would you expect ?
Back then Mafia II has nice GPU cloth physics, but now, let's say Lords of the Fallen has much more impressive multi-layred cloth running through CPU PhysX even on consoles.
I guess that after years and years of PhysX 2.xx running so well on the GPU but poorly on the CPU, I sort of accepted that PhysX would never be able to deliver advanced physics effects on the CPU.
But of course, that's not the case, as PhysX 3.3 admirably demonstrates.
But there is still a lot of room for GPU accelerated stuff. Volumetric smoke simulation using high-detalized grids (> 512x512), not few SPH particles and sprite clouds, like in Metro. Massive fluid simulation with millions of particles, not thousands, like in Borderlands 2. Strand-based hair, fur and grass simulation. And so on..
Yep, I said as much in my OP. But with 512 bit vectors coming down the pipeline, I wonder how long it will be before the CPU is able to handle these as well..