Read this post and try using bones. I don’t know if it will be less laggy though.
You’ll have to heavily improve the code because, like the original author said, it’s pretty bad and has room for improvement. You’ll have to somehow stop the parts from randomly spinning and glitching into one another.
You can also try using editable meshes with custom scripted physics or just parts connected with ball socket constraints but this would probably be even heavier on performance.
I don’t think you should handle it with Roblox’s physics if you are seeking for performance, so really consider scripting your own simulation maybe using raycasts and hitboxes to detect collision. You could construct the net with normal parts and then somehow change their CFrame based on the collision with the ball and relative position to other parts within the net.