Render 84 Sprite 3D's

Godot Version

v4.2.2.stable.official [15073afe3]

Question

Hey, imagine for some ungodly reason I wanted to render 84 different sprite 3D’s. I need it for a kind of holographic feature in my 3D game. However when I do so, my fps drops significantly. Occlusion Culling woudn’t work, because it’ll be onscreen for most of the game. Is there a better way to render these sprites?

Are they perhaps large, translucent and overlapping?

Yes, they are.

I wonder if you could do it with smaller sprites and GPU particles:

You could also try to bypass the node system and use RenderingServer directly. It’s not as bad as it sounds. Create 84 different plane meshes with a simple shader that slaps a texture on them. Might help!