What is the overhead of disabled PhotonViews in a scene?

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I have a bunch of pooled photon objects in my 3v3 VR game per weapon. Let's just say that each player has around 50 - 100 pooled object FX, projectiles, etc. However, at any given time most of these projectiles are disabled. What is the overhead of having disabled photon views in the scene? am I incurring any network penalty? Especially if transforms are being observed?

Also, what is the recommended number of transform photon views active in a scene recommended for a game? Because it's VR, each character has to have multiple photon transform views representing the position, including head, body, torso, left arm, right arm, weapon, etc. I'm sure there's a more efficient way to do it, but that's how i'm doing it now. Can anyone recommend a active transform view count for a powerful desktop with a strong connection?

Thanks,
Andy