Oculus Touch haptics bug in SteamVR

I noticed that the haptic feedback in Oculus Touch controllers gets buggy when you are trying to trigger the haptics on both controllers at the same time.

Works fine when I try to activate them separately, but as soon as both are getting triggered, the results are very erratic/unpredictable/not good.

If you try this simple test in Unity, you should be able to reproduce it:

// inside some Update()
if ( Player.instance.leftHand != null )
{
    var trigger = Player.instance.leftController.GetAxis( Valve.VR.EVRButtonId.k_EButton_SteamVR_Trigger ).x;
    var strength = (ushort)( trigger * 1000f );
    if ( strength > 0 )
        Player.instance.leftHand.controller.TriggerHapticPulse( strength );
}


if ( Player.instance.rightHand != null )
{
    var trigger = Player.instance.rightController.GetAxis( Valve.VR.EVRButtonId.k_EButton_SteamVR_Trigger ).x;
    var strength = (ushort)( trigger * 1000f );
    if ( strength > 0 )
        Player.instance.rightHand.controller.TriggerHapticPulse( strength );
}

The only mention of this bug I could find was the corresponding bug for the OVR SDK, described in this thread: https://forums.oculus.com/developer/discussion/48718/weird-issue-when-using-haptics-on-both-touch-controllers

Someone from Oculus provides a workaround, but its unclear if it was ever fixed in OVR.

Perhaps this same workaround could be implemented for SteamVR?

Does anyone already have a workaround for SteamVR?

-A

Just chiming in to see that we are seeing the same issue here. We are using the latest SteamVR API, so I believe this has never been fixed. There is a bug reported here: [Bug] Haptics not working on Oculus Touch controllers when IVRSystem::TriggerHapticPulse is called for both controllers · Issue #639 · ValveSoftware/openvr · GitHub with no updates since it was reported.

Same issue here.