Crowd-Density Runtime Performance Analysis and NPC Optimisation in a Standalone Virtual Reality Tawaf Simulation

Authors

Muhammad Khuarizmi bin Mohd Rapi

Faculty of Artificial Intelligence and Cyber Security, Universiti Teknikal Malaysia Melaka, Malacca (Malaysia)

Azuan bin Ahmad

Faculty of Science and Technology, Universiti Sains Islam Malaysia, Nilai, Negeri Sembilan (Malaysia)

Mohd Ilias M Shuhud

Faculty of Science and Technology, Universiti Sains Islam Malaysia, Nilai, Negeri Sembilan (Malaysia)

Article Information

DOI: 10.47772/IJRISS.2026.100701062

Subject Category: Technology

Volume/Issue: 10/7 | Page No: 15537-15552

Publication Timeline

Submitted: 2026-08-11

Accepted: 2026-08-16

Published: 2026-08-20

Abstract

Standalone virtual reality (VR) can support portable Tawaf simulation, but its mobile-class resources limit the number of non-player characters (NPCs) that can be moved, animated, and rendered while stable frame delivery is maintained. This paper analyses crowd-density runtime performance, evaluates selected NPC update-rate and animation optimisations, and determines supported density on a PICO 4 Ultra. A quantitative device-based benchmark used six crowd levels (0, 25, 50, 75, 100, and 150 NPCs), seven baseline and optimisation conditions, and three repeated runs per combination, producing 126 runs and 44,430 clean samples. Performance was evaluated using mean frames per second (FPS), mean and percentile frame time, late-frame percentage, memory behaviour, and a predefined practical near-90 Hz rule requiring at least 89 FPS and no more than 11.20 ms mean frame time. The baseline supported 25 NPCs. Updating NPCs every three frames increased support to 75 NPCs, animation simplification supported 100 NPCs, and distance-based animation, animation culling, and combined optimisation supported the highest tested density of 150 NPCs. At 150 NPCs, combined optimisation increased mean FPS by 24.00% and reduced mean frame time by 19.37% relative to baseline. Animation culling was marginally stronger on several high-density indicators, demonstrating that optimisation effects were not fully additive. Strict 90 Hz mean and P95 stability were not achieved, and invalid CPU/GPU timing fields were excluded from processor-level attribution. The study contributes a controlled standalone-headset benchmarking framework and an evidence-based mapping between NPC optimisation configurations and supported Tawaf crowd density. These results provide practical guidance for configuring animated crowds in resource-constrained standalone VR applications intended for ritual familiarisation, training, and related immersive experiences.

Keywords

Crowd Density, NPC Optimisation, Runtime Performance, Standalone Virtual Reality, Tawaf Simulation

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References

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