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There's a lot of different information about it out there, but there really are no clear answers, since the causes of these types of issues tend to vary.
I've had this issue myself a bunch of times, and I've done a lot of research into how to fix it, so I'll share my experiences and what I've learned about it.
I apologize in advance for the essay that I'm about to type.
In general, this particular issue seems to be related to the quality and age of your motherboard. Users who have a high quality and fairly new motherboard don't seem to be having this problem (from what I've read). This seems to be prevalent among people who have cheaper and/or older motherboards. The very best (and most expensive) solution here would be to get a high-end and brand new motherboard.
Here's a post from one of the developers about this issue:
As Junt suggests, if you're using SteamVR, you can disable haptics in Steam VR's settings.
But for Oculus users, it is recommended to always launch the game in Oculus VR mode. This won't help your tracking issue (as you mentioned), but it's just a good thing to do anyways.
A number of people have linked Rift S tracking and haptics issues to RGB lighting on their computer, keyboard, mouse, etc. You could try disabling or unplugging anything and everything RGB related to see if this helps. And I suppose if RGB lights are causing issues for some people, then the programs controlling the RGB lights could potentially be an issue as well. So for testing purposes, you should also close those programs if this applies to you.
I've read from people online who found that they were having tracking issues while they had other USB devices plugged into their PC while using the Rift S. Some motherboards share USB channels between multiple USB ports, which can apparently cause USB bandwidth or power bottleneck issues with the Rift S, or maybe some type of weird device interference. The diagnostic for this is to simply unplug ALL of your other USB devices, and then see if your Rift S problems persist.
You mentioned that you've tried different USB ports. This is another common diagnostic, and sometimes is successful in fixing the problem for people. Different USB ports on your motherboard are generally run by different controllers, so most everyone will find that certain ports perform better than other ports with the Rift S. You might consider trying to swap USB ports for your Rift S while ALL other USB devices are unplugged.
If all of these diagnostics have failed, then I think the Rift S is just not happy with your motherboard's USB controllers for whatever reason. In this situation, you'll need to move on to trying a powered USB card that plugs into a PCIe slot on your motherboard. These cards will have their own dedicated USB channel, which will be separate from the ports on your motherboard. The idea here is to have a powered USB card dedicated only to the Rift S, and not plug any other devices into it. That way, the Rift S gets its own USB channel to hog all to itself. It's also important to get a USB PCIe card that has its own power source from your computer's power supply, since the Rift S is very power hungry on that USB connection.
This is the PCIe card that Oculus recommends:
www.amzn.com/B00B6ZCNGM
There's also a shorter 2 port version that uses the same FL1100 chipset:
www.amzn.com/B00JFR2H64
I tried this card myself a couple months ago, and I had zero tracking issues! It seemed to totally fix the problems for me.
However, I found that after taking the headset off and closing the Oculus program, Windows was getting some weird port reset loop with certain components inside my Oculus, and was constantly disconnecting/resetting the connection every 5 to 10 seconds when I wasn't wearing the headset. I went nuts for days trying figure out why it was doing this, and I couldn't figure it out, so I tried two different USB cards, which all had the same port reset issue while the system was idling. I also tried an externally powered USB hub, which didn't help with the tracking problems at all for me, and I was also getting the weird port reset problem with this hub as well.
After returning all of these USB products to amazon, I later learned that the Oculus Tray Tool has two settings specifically for this port reset problem I was having, shown in the program as "Fresco Registry Tweaks" and "Fresco Power Management" (the chipset in this Inateck USB card is made Fresco Logic). I looked these up, and these settings seem to be related to the port reset loop problem I was having. So I've actually purchased this Inateck card a second time to try these settings and see if it helps, since I'm still trying to solve this issue myself.
Another potential fix that I've read about is where some people have bought a USB 3.0 to USB C adapter and plugged their Rift S into a USB C port on either their graphics card or their motherboard.
www.amzn.com/B083XXLW77
A lot of people say they've had great results with this, since USB C provides a lot more power and bandwidth than USB 3.
Some people say their Rift S issues are related to restricted power consumption. Some people say it's a bandwidth bottleneck. Personally, I found my tracking issues while firing fully automatic weapons in Pavlov to be directly related to bandwidth across the USB connection. Using an externally powered USB hub didn't help my tracking issues at all... but the USB card in the PCIe slot with its own dedicated channel DID seem to fix the tracking issues for me. I have a pretty cheap Asus Z390-P motherboard in my system, and I'm convinced that my board's USB controllers just cant keep up with the Rift S haptics in Pavlov.
Out of everything I've tried over the last 5 or 6 months, the PCIe USB card was the one and only thing that seemed to solve the tracking issue for me.
TL;DR...
Get one of these two USB cards, and only plug your Rift S into it.
www.amzn.com/B00B6ZCNGM
www.amzn.com/B00JFR2H64
Download and install the Oculus Tray Tool.
www.guru3d.com/files-details/oculus-traytool-download.html
In the Tray Tool, Enable Fresco Registry Tweaks, and check the box that says Fresco Power Management.
I'd really love to see a full haptics adjustment in the game's menu at some point! For example, Boneworks has a setting for this in the game's menu. I think being able to turn down or completely turn off the weapon's haptics in the game would eliminate this issue for a ton of people who play this game. I personally haven't experienced this issue in any other VR games.
edit: my memory sucks... the PCIe USB card from Inateck that I mentioned doesn't even work at all for me. Derp.
Thanks for your awesome reply, my motherboard is a B450-F asus rog which isnt too old I believe. I have my keyboard, microphone, mouse, headset, and rift plugged into my motherboard, do you recommend I unplug my keyboard and microphone while in vr? My keyboard is a corsair k55 so it has RGB.
I got that Inateck USB card for mine today, but it doesn't even work at all. I can't even get the headset to work at all with that USB card. I guess my memory was failing me when I said before that the Inateck card worked well for me when I had tried it previously. So yeah I really have no ♥♥♥♥♥♥♥ idea how to fix it.
Its weird because I play onward as well and have no trouble with it at all in that regard. Its only pavlov with this problem.