Many Moving Objects (Optimization)

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Hello All,

I have a photon networking game in a space environment. There are many 'asteroids' that move independently for the player to evade. They can crash into each other and bounce off. They can change directions and speeds many times in their existence. I pool the objects and LERP the position of them with an unreliable photon view, but even so, it still starts to get really glitchy when around 20 photon views exist.

I was considering Perhaps 1 photon view on the spawner/pool to control and LERP positions of all of them.

Anyone know what is faster?
a) 20-30 photon views maintaining 3 values each
b) 1 photon view maintaining 60-90 values

Thanks,
Mitch