HTC Vive XR Elite Virtual Reality Headset + Controllers
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Someone Else
> 24 hourJust received my vive xr elite after much anticipation. Very disappointed. No streaming or video plays. Just black screen.
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vangelis
> 24 hourI had in the past almost all the be headset. I returned the quest pro cause it was too expensive for what was offering plus was uncomfortable. When I heard the htc elite is so small I ordered immediately. Was a big disappointment. Uncomfortable and even if they was advertising bigger fov that the quest it was seems smaller. I couldn’t keep it.
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Shawn Pearson
> 24 hourThe software is simply awful. Its certainly possible the hardware is solid, but you never do get a chance to find out. On every startup, its a mystery if the boundary will reset (nearly every time), the hand tracking will work (maybe 50% of the time), or the battery will have charged. Startup times of the headset take from 15 seconds (great!) to 2-3 minutes (and often the little startup circle spins endlessly never starting up!). This might be a fun experiment for some- but avoid the HTC Vive XR Elite like the *plague* of you are looking for even a remotely reliable family VR headset.
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Brian
> 24 hourThe quality of the headset is good. The full-color passthrough is really neat especially compared to my old Samsung Odyssey WMR. I also like that the controllers pair to the headset and not to my PC. My biggest complaint is that they have clearing been pushing the 5 free titles as part of the pre-order since it was listed back in January. However, only ONE of those five titles are actually available on the headset. The other 4 are apparently coming soon with no clear release date. The Viveport store is pathetic at best. SteamVR worked with a USB cable most of the time, but it would occasionally flake out. Using Wi-Fi 6 from my router in the same room was low resolution a laggy at best. Sometimes it work for a good couple minutes and other times not at all. Overall, this thing is not worth the $1100 asking price in my opinion.
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Rick in Colorado
> 24 hourI purchased my XR Elite via the HTC Vive store, but Im so disappointed in it that I felt a warning on Amazon was warranted. Its impressive when you first pull it out of the box, but any possibility of a good review had vanished after using the headset for less than 10 minutes. Im a Vive fanboy... I own the original Vive and the Vive Elite Cosmos and LOVE them both, but I can only assume those engineers came nowhere near the XR Elite. For reference, my SteamVR streaming rig is a relatively high-end 3080TI with a WiFi 6E router... I have no issues running the most demanding VR games at high detail on my Cosmos Elite. Good -The diopter adjustment is great -HMD is impressively small and light weight Bad -AIO software might as well be nonexistent for whats offered -PC streaming is mostly a stuttering low-rez mess and when it does work and very few SteamVR games provide bindings for the XR controllers -Uncomfortable in every configuration... glasses mode pinches your skull to literally headache inducing levels and battery mode squashes your face when you wear it tight enough not to wiggle -Terrible internal reflected light bloom in the pancake lens assemblies... bright graphics wash out the entire display -Field of view is one of the worst Ive experienced with no ability to move the lens closer to your eyes -Controllers feel like a cheap Dollar Store knockoffs -Face gasket is made of a fabric material and is already dirty and deforming in addition to constantly coming detached from the headset at the slightest bump -A ridiculous piece of cheap elastic is included as a securing head strap HTC should be embarrassed by the XR Elite and ashamed of themselves for the price point. My shame is in not retuning it immediately... now I can only hope that active improvements to the software and 3rd party accessories can save it from a dusty death at the bottom of a drawer.
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Gary A. Folino
> 24 hourtried 8 hours to get vive elite xr to work, including 2 hours with vive chatbots. no go. returned item.
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Cassandra Chang
> 24 hourGreat for wireless vr gaming! I have not used it for other purposes but this headset works very well for steam. Be sure to have good wifi and itll fun flawlessly. I dont have 6e or anything fancy, just a good router (netgear nighthawk) and streaming to elite with no problems.
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J
> 24 hourLate adopter to VR. If this is your first foray into VR, its a solid place to start. My other experience is HTC Vive Pro 2. So the inside out tracking coupled with AR capability is a freedom from base stations and wires. But you do get a downgrade in definition, which is understandable given how light the unit is. The FOV is much less than its Vive Pro 2 sibling. But if youre playing casual VR games like Beat Saber or just getting your feet wet in VR and utterly refuse to be involved with anything Mark Zuckerberg then HTC is the set for you.
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H. R. Tai
> 24 hourGreat for pcvr ; No login hassles; Compact; Accurate tracking; Great pass thru implementation; Bad: Don’t buy it for iPhone mirroring; Don’t buy it if not for pcvr; USB links external storage devices but may not show files in software; Don’t buy it for hand gestures;
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J F
> 24 hourI got my unit today, and I have to say; ALL of my expectations were wrong. Im absolutely gobsmacked at how bad the experience is. Im coming from a Rift S; so I was under the, false, impression that no matter how bad this ended up being, itd be so far above the rift thatd Id be plenty happy to trudge through the early adopter tax and growing pains. I cant. The UI is so shoddy that after a couple hours using it I was overflowing with the desire to submit for a refund and buy a quest pro. I despise facebook, passionately; but Id rather get back into bed with them, than bytedance, and there are no other standalone wireless options to speak of. Here are a few of my takeaway Pros and Cons. PROS PCVR latency on Wifi 6 (5ghz) was actually really good. (see first Con in list below for more context) The first thing I did was, open Beatsaber and test out some E+ songs. The saber movement felt accurate and realtime, as compared to my typical displayport tethered setup. Screen quality is nice, but honestly not jaw-dropping or anything. I was expecting this to be a big upgrade, considering the Rift S is relatively low res and has Fresnel lenses, but it kind of felt equivalent/worse on the XRE, even after acclimating to the sweet spot. The unit itself is tiny, shockingly tiny. The compactness of it blew my mind, after holding it in my hands, Im convinced were only a few generations away from near sunglasses sizes of HMDs. I had NO ISSUES with setup, or with pairing for wireless PCVR, everything connected more or less immediately. The instructions were sometimes poorly worded, but mechanically, each step worked out as would be expected. **I did have to segregate my 2.4ghz network, because it was preferring it over my 5ghz when I was allowing the router to decide. The 2nd accessory USB-C port(beside the right eye lens) does support USC-C Audio, so when I plugged in my 3.5mm adapter, it worked instantly with no configuration or other steps. The port is deeply recessed though, so the majority of USB-C ends will probably not fit. I used the official adapter that Apple sells, it has very thin insulation on the cable end. The in-arm speakers are excellent, better than most would expect. I had no issues with stereo positioning while using them. Aside from privacy uses, I dont think Id have used my headphones for anything else. The unit is capable of functioning, in glasses mode, for a while on the 15W from a standard PC USB-C port. It does drain the internal battery, but that will depend entirely on your use case. The inability to get consistent tracking results seemed to constantly cause it to spin up into full power while searching for the controllers and landmarks. So its hard to say how long I would get away with it. Seemed like an hour or two would be possible with light-ish use. The full color pass-through was really nice. Had no problem walking around, fixing myself a drink, reorganizing things around the room, etc... Very nice. There was definitely some warping in the image, so someone who is focused on AR/MR might find it intolerable; but for the home user in a casual setting, it was super useful to get around and do stuff without taking off the headset. CONS Controller and Hand tracking is abysmal. Im shocked at how poorly this tracks in low-medium light settings. I can put on my Rift S, in a fully dark room, with only a TV offering indirect lighting, and it tracks extremely well. The XRE needs every light in the room on maximum brightness, or it will constantly lose tracking. This made playing high level Beatsaber almost impossible under normal lighting conditions. If I turn on all my lights I get passable tracking, otherwise the controllers would lose tracking during any quick motions. Even with all my lights on, it had a VERY hard time tracking movement on the outer edges of the play-space. This can be improved with software over time, because its clear the predictive algorithms facebook uses for the Rift S can outperform it on older hardware using the same type of camera+controller gyro setup. The screen glare/light bleed are annoying. The blurriness you get from Fresnel lenses is, in my estimation, equivalent to the lens glare on the XREs pancakes. Its not like Im not used to it on my Rift, but I really thought the pancake lenses would be a huge increase in clarity. I see these as essentially a 1:1 swap. The OS is terrible. It looks pretty, and the options I sought out were almost always where I expected them to be in their respective menus; however, the OS itself was rife with bugs. Swapping in and out of apps would cause inexplicable system hangs that would have bizarre compounding effects, like sporadically unpairing the controllers until I did a hard system reset. This would happen in standalone and PCVR, however, the issues were far more severe on PCVR and required frequent resets and reopening PC apps and steam VR in a just-so method to allow it to function without breaking. The ability to reorient yourself is treated like a one-time initial device setup, instead of something youd do constantly. This might just be an issue of how I use VR. Sometimes Im on my couch, or standing in my VR space, or sitting at my desk. In the Oculus software, I can just long-press my menu button in the home screen and Im instantly reoriented to my current facing. I probably do this half a dozen times in every VR session: whenever I move over in my chair, or lean back on the couch, or move over while standing for better positioning, etc... The XRE experience is terrible in this regard, it loses its relative position without warning or skews the home screen position to some nonsense location and direction, but its reset position option, in the one tap menu popup, rarely reorients true to your heading, and often tries to honor some absolute positioning it has decided on its own. Once you combine this with the repositioning of apps in steamvr, its compounded into a nightmare of rinse-repeat in both interfaces until the app youre running is finally aligned correctly. The boundary settings are extremely limiting and cant be disabled. This is one of the most damning things in my list. If you set a huge boundary to avoid being interrupted by it, youll be punished by the system relocating your displays all over the place. If you use stationary, youd better stay still. Your floor position may change sporadically if tracking is lost temporarily. Any deviations from the boundaries, in stationary or room-scale, seem to have a 50/50 chance of causing standalone apps to crash, or streaming to crash, or to cause a system hang that needs a hard reset. This is all ridiculous to me, because, while I dont need boundaries, anyone who does, would probably have an awful experience with it. When I set up my Rift S years ago, by the 2nd week Id turned off guardian completely, and Ive never gone back; but even when it was on, it never broke system operation. Hand tracking, technically works. Ive never had a hand tracking headset before, so I dont know if its this awful on other hardware too; but it seems like to function at the level of a gimmick. It seems to struggle tremendously with the changing shape of hands as they move or rotate; which strikes me as the sort of thing that would be first-in-line-things-to-resolve in a hand tracking system. Like the controllers, it requires as much light as possible, and its not usable in low-med light scenarios. The idea of taking the XRE anywhere without its controllers seems impossible to me. As others have mentioned; in the glasses mode, the arms will dig a hole into your head if your head is too large. It was pretty painful for me after ~40minutes, so if you decide to work through it, youll probably have to sort out secondary padding. Its not bad at all with the battery pack attached, it feels like a normal headset in that mode. The central fixed-foveated rendering is way more aggressive than Id have liked, it was very noticeable anytime I was in an environment with textured walls and especially for text, looking around with my eyes left delivered an unacceptable visual mess. I havent used wireless VR before, so maybe this is a limitation of the XR2 platform and not HTCs fault; but, if its on HTC, its a huge negative. I have the hardware and bandwidth to easily push 2-3x what the headset is asking for, Id have preferred user-control over the reduced peripheral quality. settings:200mpbs/ULTRA/DynamicOFF Overall, this was a huge let down for me. I was thrilled to finally divorce facebook, in regard to my VR experiences, but its just too soon for me. HTC can improve a lot of whats wrong with this headset through software, but based on just how rough it is right now, I think thatll be more than a year away...