I am only referring to geometry whose only function is to serve as a static object to fill the scene, and the player does not have to interact with the object, since it is difficult for the player to talk to a tree or a rock, ok, there will be occasions in which the player has to interact with a rock (move it and leave an entrance to the open), but it is not usual.
On the other hand, my intention is to be able to switch between collision On and Collision Off, depending on whether the player is within the zone or not, in this way we could gain a bit of performance.
Suppose I have an old map, this map includes a forest, mountains with many trees and a lake, you could say that it is a beautiful landscape, but very expensive in performance; Well, using the traditional method I would have to change the collision of all the trees one by one (we speak of the inexperienced user so we are going to avoid the shortcuts via LUA), applying my idea I could create a zone that surrounds the entire area of ​​interest, converting all objects included within the area (basically trees, rocks, plants)
on objects free of all kinds of calculations, like a dead zone, like a background in a plane, but better, and cheap in performance.
If I want to use the same technique but this time in a forest, I could switch between collionOn and collisionOff depending on whether the player is within the zone.
Like any other zone that detects the player and activates a script, for example, trigger zone.
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz
OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics
cpu mark: 10396.6
2d graphics mark: 947.9
3d graphics mark: 8310.9
memory mark 2584.8
Disk mark: 1146.3
Passmark rating: 3662.4