HTC Vive XR Elite Virtual Reality Headset + Controllers

(0 reviews)

Price
$1,864.72

Quantity
(10000 available )

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57 Ratings
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Reviews
  • Travis

    > 3 day

    the face cushion had no padding along the top, where it has hard plastic pressed up against your forehead. just from completing the setup i had a painful red spot

  • Eng. M

    > 3 day

    Setup was ok, main usage was PC VR. The usb cable didn’t work despite working fine with quest 2. I had to use pc streaming. Not the best. The weight is light but there is noticeable pressure on the forehead. With the sunglass mode, it squeezes hard on the head. I found it to be an issue. It hard to recommend it at this price. AR is a feature no one, yet, asked for it and yet we are paying for it. The price is steep.

  • Ghislaine Maxwell

    > 3 day

    Streaming from PC Sucks, the thing is constantly in a loading screen (let me tell you how exciting VR is watching a HTC logo for 20 mins...), The left lens is literally littered with green dead pixels like it got hit by a magnet or something. Im looking into a return.

  • H. R. Tai

    > 3 day

    Great 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;

  • FTK

    > 3 day

    Where do I start.... I really wanted to like this headset and I defended many of HTCs poor choices in designing this thing... But after using it, or trying to, I cant defend this POS. 1) They marketed this as the most comfortable headset on the market and it is NOT. Its actually pretty UNCOMFORTABLE. The eye guard is made out of a stiff material with ZERO padding and a rough fabric over it. It quickly irritates your face and digs into your skin and leaves marks and hurts to wear or move around in for any length of time. 2) The headset doesnt have access to the normal typical app library, instead it has a very unique and limited app library of about 20 apps. The web browser didnt even work at launch and they didnt even notice or bother to fix it until I put them on blast on Facebook. And its still buggy as hell. 3) You dont even have access to basic apps like YouTube, Netflix, Chrome, etc. 4) the only way to play any decent apps is by linking to a powerful pc, and the HTC link software is very buggy. 90% of the games/apps wont load properly or register the controllers. And keep in mind these are all apps that work perfectly fine with my HTC Vive, Rift S, and Quest 2 Headsets. 5) The battery drains stupid fast. You have maybe an hour of use in game, 90 minutes maybe if you are using light apps. 6) They bragged about how good their eye adjustments were, but no matter what I try I cant get a good clear visual, always some blur. By contracts my HTC Vive and Quest 2 both give me a crystal clear non-blurry image. 7) The hand tracking is hot garbage, it STRUGGLES to track hands and gets their position wrong just enough to make trying to use your hands uncomfortable and cumbersome. 8) The controller tracking is also pretty bad, it frequently loses track of them even in a brightly lit room and it tracks them too low...the pointer line feels like its coming out of 10 inches below where the tip is. Makes clicking on things awkward and clunky. This thing is a steaming pile of disappointment and feels like they rushed out an unfinished product, I am going to send it back and get a Meta Quest Pro, at least I know that one will work.

  • Charlie_Peepers

    > 3 day

    The only pro is that its lightweight. The controller are cheap plastic, the tracking is awesome, the screen is fun and hard to see even on its brightest setting, no exclusive games, no virtual desktop, laggy despite my wifi 6e, did I already mention the controllers that feel like they will fall apart at any second and also have terrible battery life? This takes three place of the pico 4 as the worst headset on the market (with psvr2 taking 3rd. I HATE meta, but the meta pro has great lenses and the sweet spot is enormous, this thing feels like taking a step back in time to a colorized virtual boy with better graphics but just as useless. Already requested a return. This is an embarrassment to HTC. If you buy, have no expectations..... And youll still be disappointed. These lenses are awful.

  • Brian

    > 3 day

    The 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.

  • Jun Cube

    > 3 day

    For that kind of money I was expecting so much from a gadget. This was a big disappointment and I fell for the exaggerated description and of course features which they failed to deliver. The controllers are big and the frame a little smaller to fit on my already small face. Id stick to my oculus2 which I can honestly say never failed me from the day I opened the box.

  • J F

    > 3 day

    I 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...

  • Adam Loren

    > 3 day

    I have been in vr since 2016 and owned most headsets. This is the worst experience Ive ever had with VR. Streaming has issues via USB or wireless (I have a dedicated wifi6e router and zero issues with Quest 2 or Vive focus 3 at ultra quality streaming). IPD constantly adjusts on its own. Unusable as a standalone or with PCVR in its current state. HTCs own forums and Reddit are filled with the same problems. Dont buy.

Order now to get five popular titles valued at over $100. RPG, fitness, music, and creativity. We"ve got you covered. Meet VIVE XR Elite - a powerful, convertible, and lightweight headset that conforms to you. Enjoy untethered freedom of all-in-one XR or harness the power of PC VR. It packs exceptional graphics and high-resolution passthrough in a compact form factor. Adjustable IPD and diopter dials deliver the most natural and clearest visual experience. Experience high-octane PC-VR gaming through wireless or USB-C streaming. Powerful speakers produce crisp, immersive audio. VIVE XR Elite - the sleek headset that goes where you go. [1] Offer limited to purchases made between January 5 and September 30, 2023, through participating authorized retailers and activated by September 30, 2023. The selected titles will be accessible in your HTC Account upon: (1) completion of your pre-order, and (2) completion of the setup of your VIVE XR Elite before September 30, 2023. HTC Account and Wi-Fi connection required, and only one redemption of titles for each VIVE XR Elite is allowed. The offered titles will be selected by HTC, which reserves the right to change the selection of titles at any time. No additional titles, copies, refunds or credits if a selected title already exists in your HTC Account. Not valid on any prior orders or purchases; cannot be transferred or otherwise redeemed for cash or other promo code(s). Figmin XR, Unplugged: Air Guitar, and Glimpse: Chapter 1, are all available now via VIVEPORT. Glimpse: the full story, Les Mills Bodycombat, an advanced sports and fitness app, and Green Hell VR, will be available by June 30. [2] Depth-sensing-enabled features are limited to indoor environments and won’t be available until the end of the first quarter of 2023. MR features content dependent. [3] VIVE XR glasses form factor requires an alternate power source with 30W power delivery or above or the VIVE Elite Battery Cradle—sold separately. Compatible controllers sold separately. Compatible content required for hand tracking. [4] All battery claim results will vary. Battery life and charge cycles vary by use. [5] Hand-tracking features are VR content dependent. [6] Wi-Fi 6E support is country dependent.

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