Yep, Didact is 100% correct. Every one of those gems requires it's own collision, location, motion, and rotation calculations, and every flat face ON every one of those gems requires texture, color, lighting, transparency, occlusion, reflection, and several others. There really isn't a way to get all that processing work even in the same general area without really bogging down your system. Even dividing them up and putting walls between the piles still makes your system go through all the math for them, only to have them not shown after all the work is already done. Only an editor-level occlusion plane or occlusion zone could do that, but even then it wouldn't help much if some of the gems were still in memory when you viewed another pile. Skyrim actually replaces most of the things that come into your characters field of view every time you turn and view it, and then removes it when you look away. So having that much raw calculation work in a pile, or piles, will hit your system hard every time you look in it's direction, regardless of anything that's shown in front of it. Separating it into smaller piles may help a little bit for that specific room, making your system compute all that in smaller chunks but much more often, but doing that would probably create a ton of lag in every other room in your house when you look that direction. That's because by splitting it up you've widened the field of view area that it affects. Best idea really is to find some other objects, preferably simple ones without transparency to pile up if you feel the need to.