Rough calculation of the bandwidth for the Ageia in typical game scenario:
1./ Map, or environment, is preloaded at start of map. Maybe a few 100K of data, maybe a few MB. One off upload.
2./ Physx doing the calculations for 10,000 objects in "realtime"
3./ Each object has an x, y, z, and movement and acceleration vectors, and some ID fields
4./ Bits of data for each object "within" the PPU, is (3 + 3 + 3) x 32 bits for single precision float, or 64 bits for double precision, and some ID and "status" fields. Lets take double precision, then thats 9 x 64 bits + ID + status fields, so maybe upto 1024 bits of data for each object = 128 bytes. So the 10,000 objects need only 1280K (just over 1MB) for variable space.
5./ What data is sent OUT every frame to the GPU (or in-game rendering engine before going to the GPU)? That will only require the x,y,z coordinates single float (32-bit) and some basic ID fields, say 32-bit = 4x32=128 bit
6./ 10,000 objects x 128bit = 160,000 bytes per frame
7./ At 100fps that would be 16,000,000 bytes per second, or approx 16MB/s
So yes, when you are talking about MORE THAN 10,000 objects, you are beginning to take a chunk out of the PCI channel. Unless, of course, your software is smart enough to know WHICH objects you are looking at, and therefore you dont need to send ALL the environment object data. Relatively simple FOV calculations could reduce the outputted object count by a factor between 4-16 (90 degress FOV left to right and top to bottom) hence 10,000 objects require bandwidth of between 1-4MB/sec.
CONCLUSION:
PCI Soundcard + PCI Network card + PCI PPU = no problem.