I have a vita, but ill post back results tomorrow morning. About to go to bed lol
I've been using BEPU in one of my PSS games for a while now and it runs pretty well in low complexity scenes (seen slowdown with just a few hundred simple geometric shapes). That was also after some tweaking with most of the settings of the Space and running it async multi-threaded too.
Funnily enough it performs almost the same on Xperia Play as it does ont he Vita and performs best on the Tablet S. It seems raw processor speed seems to count the most with the physics simulation.
As for performance, I ran some tests to see if it'd be worth rewriting the BEPU code to use the inbuilt PSS Vector3 and other classes. I actually found that the generic Vector3 struct in BEPU's dependency free fork was faster than the one built in to PSS! I This is likely due to the increased size and complexity of the inbuilt Vector3 object and it seems the inbuilt Vector and Math functions do not use any hardware acceleration features like SIMD.
We've been suggesting improvements to the core framework and if the Vector and Matrix classes/structs can be optimized to perform much faster then it will be worth converting everything over.
I was but theres no main program to run. And im too lazy :\ Unless someone has a project already made with it so I can test I cant atm.