Which is more intensive NavMesh ModifierVolume (No Teleport) or Collisions in VR

I’ve made a small area to play around in VR, with several actors that I don’t want the user to be able to teleport into/on to.

When I’ve made these actors have collisions the NavMeshBoundsVolume automatically prevents this from happening - however it’s very rigid about how far from an actor you now can teleport to (i.e. there’s a lot of unused space between the bounds and the actor). In some areas this creates a tight pinch where there’s very little floor space for the user to actually be able to teleport into/around, when actors are close together.

Instead what I was looking to do, was remove all the collisions and just make a bunch of NavModifiers, so that the user can’t teleport to those location - this gives me a little (not much tbh) more customisation as to how much floor space is available for the user.

I was wondering if placing all these different Modifiers would be much more intensive than the collisions - if so is there a way to adjust the bounds so that it wraps tighter around collisions?

There’s not much going on in the level, no interactivity, it’s purely visual.