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I've talked about this subject at length before, first a few rules to note:
Take 10: Encourage your players to "Take 10" whenever possible, and as a GM have a copy of their Perception when they "Take 10" (or Passive Perception). Incorporate any hidden things directly into the description of the room when the player's Passive Perception exceeds the DC of the hidden thing.
[i]This lavish royal bedroom is round, 20 feet in diameter, a circular pit in the middle of the room is lined with a soft cushion material, and pillows haphazardly strewn about it. Along the walls are chests of drawers, some of them hang open with clothes hanging out. There is an exit to the north and to the east.
Modred (The Druid): You notice a bulge underneath the pillow pit.
Darktread (The Rogue): You notice that there isn't an equal amount of drawers on both chests, even though the size of the chests and drawers are similar.
Time:Searching a 5 ft. square is a move action. So if a player wants to roll Perception, just ask them where are they searching? The chests of drawers, the cushion pit, or the exit doors?
Taking 20: Sometimes the PCs really want to toss a room and find everything. NO PROBLEM. Each five foot square is one minute. Count the number of squares in the room. That's how many minutes it takes to toss the whole room.
Use the rules that exist to make your game more than a flurry of perception rolls. When PCs enter a room without monsters, go around the table and ask them what in the room draws their interest.