Effects on performance when setting Time.fixedDeltaTime = 0.005?

I’m building a simulation of satellites orbiting Earth. The simulation requires a high level of accuracy. I use real-world scale values for physics calculations, and then scale them down for Unity.

The operative code:

public void FixedUpdate()
{
  // Calculate gravity using Fg = G*m1*m2/r^2. Result is scaled down for Unity
  float gravity = G * massEarth * massSat / Distance() / Distance();
  gravity = gravity / meterScale * timeScale * timeScale;

  Vector3 gravityVector = (GravityDirection() * gravity);
  _rigidbody.AddForce(gravityVector);
}

In a perfect world the distance of a satellite in circular orbit should not change, so the goal is to minimize |position(t) - position(0)|.

The problem: because I am scaling the force by a time scale (in my own calculations, not using Time.timeScale), the satellite moves a significant distance in between FixedUpdate calls, and error accumulates. I need FixedUpdate to run more frequently.

The solution: I am able to reduce error to acceptable levels by setting Time.fixedDeltaTime to 0.005, though 0.0005 would be ideal.

My question: As a result of setting fixedDeltaTime so low, what kind of performance issues should I expect as I scale my scene by adding more satellites and custom assets? Is it advisable to use an alternate way of increasing frequency of physics updates?

The target device will be Hololens.

Physics usually don’t take much, but of course it depend on how much you do (how many rigidbodys you have I guess, and how much collisions there are). I run at 0.01 (100Hz) in a VR 2D platformer with a few moving objects and a fixed collider for the map . Don’t think 200Hz is problematic. Test it out in the Profiler (Window/Analysis/Profiler). Physics time used is shown on the main thread.