You can use Rigid Sets to create simulations that contain a large amount of rigid body objects without the inherent performance loss that normally accompanies a large solve. If you create a Rigid Set from a group of objects, you are creating one mesh (rigidsolved), which then behaves like a single rigid body.
When you work with simulations that rely on numerous objects in the solve, for example, a wall made of thousands of bricks, or a collapsing rock face, the number of objects processed has a significant effect on the performance of the simulation. Additionally, it can be tedious to select each object in the Outliner.
Avalanche effect using a Rigid Set containing 1000-fragment objects