Does removing Animation Instances - not loaded animations - aid performance?

Hello. I am working on a (highly original) Tower Defense project. The concept is simple; defend your base, but…! The enemies send in scouts before the round starts to set up pathfinding nodes according to your defenses.

I’m not going to go ULTRA hardcore on optimization (i will most likely just use one thread for the server) but I do want to cut corners on performance-intensive tasks whenever possible. The problem is, my machine is perfectly capable of running 200 or so animation instances, so I won’t see much of a difference in testing. Does anyone know if cutting down on animation instances will help potato PCs run smoother?

(For context, I plan to have about a maximum of 300-400 enemies on the field at a time, each with, at the very least, 2 animation instances dictating moving and idling.)

If you copy animation to each enimies then it might not he optimized, just store 1 animation somewhere that the script can get acess to instead.

Tho it wont be performance intensive because it affect memory cost and not much else.