HTC Vive XR Elite Virtual Reality Headset + Controllers
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J F
> 3 dayI 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...
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Jun Cube
> 3 dayFor 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.
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Ronald Wilson
> 3 dayI did not purchase through Amazon but thought Id leave a review here anyway. Ive been using it for a few days, so here are my early thoughts. First of all, the hardware. The headset is very tiny and lightweight - especially without the battery attached. Its significantly smaller than the Focus 3, Quest 2, Quest Pro, Vive Pro, etc. I love that you can hot-swap the battery out, and the headset is able to power itself for at least a few minutes. The fan is incredibly loud and distracting, even louder than the Vive Focus 3 fan, and it runs loud even when there are no apps open. In comparison, the Meta Quest 2 and Quest Pro are nearly silent. The balance is good with the battery attached, actually the battery half weighs more than the headset half so the balance is a bit back-weighted. There is some pressure on the nose bridge and the stock face mask does not fit my face perfectly, a common complaint. Some light is leaking in from the sides which causes glare, ugh. I like the stepless toggle on the bottom of the headset to adjust IPD while using the headset, though it feels a bit unrefined. Surprisingly it stays on my face quite well in glasses mode. My complaint with glasses mode is that the headset needs to be powered via a powerbank or wall outlet. I would prefer to use a single tethered connection from the headset to a PCVR setup. AFAIK, there are no PCs with 30w power delivery which this headset requires to stay powered. HTC needs to sell a USB desktop accessory that provides tethered connection over USB as well as power via an AC adapter, similar to the dongle youd use with something like a Vive Pro. Im using this device on a special wifi network which cannot take advantage of the wireless PCVR connection, so please let me just use this as a normal tethered headset in glasses mode! I dont want to wear the battery while Im tethered! I also hate that I now have to install yet another buggy HTC program, Vive Streaming Hub, to stream PVCR. It seems nearly identical to Vive Business Streaming, but that program isnt compatible with the Vive XR Elite. The controllers are the same as from the Focus 3. Theyre fine, but not great. They feel unbalanced with a lot of weight in the bottom where the battery is. They plug in via USB-C. For some reason, HTC included a single USB-C to USB-C charging cable for the headset, and two USB-C to USB-A cables to charge the controllers. And no power brick or anything. Who was responsible for THAT decision? Okay, onto the standalone software. It feels about five or six years behind Meta OS. Its baaaad. Its not like Metas software is free from bugs either - plus theyre still running on Android 10 as of V50 - but it works so much better than this does. If youre familiar with the Focus 3 menu, this is basically the same. Any time I move outside of the boundary, I need to set it up from scratch, and that really annoying ladys voice comes on explaining each step of the process. Its like, I do this ten times a day, please stop introducing me to this process. Hand tracking is okay. Controller tracking is good. But both feel significantly behind Meta. I dont feel like I can trust the passthrough. Unlike the Quest Pro, which is pretty reliable with running the passthrough image at all times when not in an app, the Vive XR Elite is often just a black screen with the logo/loading screen. When you step outside of the boundary with the passthrough running, the passthrough image actually gets DARKER as part of the warning that youve left the boundary. This is stupidly unsafe. Another part of the problem using this device with mixed reality is that the stock face mask is fully immersive. HTC has previewed another face mask which is completely open and rests the headsets weight on a pad on your forehead, but for some reason that isnt included with your purchase. By comparison, the Meta Quest Pro comes with magnetic side blinders, and even with them installed you get a lot of peripheral light coming in from the bottom. Combined with a reliable passthrough, this helps keep your sense of place in the real world. I feel completely untrusting of the XR Elite to provide a similar experience. The passthrough image itself is pretty good. Its noticeably higher resolution to me than the softer-looking Quest Pro, especially at a distance of 2-10 feet. It appears to only use the single color camera for the passthrough image, while the Quest Pro uses an overlay of the color image on top of the four other cameras, which gives it more depth perception but also some weird b&w artifacts) There is a very strong sharpening filter applied to the passthrough image which in some senses does help with smaller details but is also kind of nauseating. I havent measured the FOV or looked at the specs but it feels a little narrower than the Quest Pro to me, and much better than the Quest 2 and Focus 3. Even for PCVR, I would be hard-pressed to recommend this device over the Meta Quest Pro, especially now that the Pro has dropped in price. The Quest Pro provides twice as much storage, face and eye tracking, a wireless charging pad, much better controllers, a much more stable OS, and a better app library/store. If youre coming from previous HTC headset, and/or you desperately want to avoid Metas ecosystem (I dont blame you), youll probably be okay with this. But the software, on both the PC and headset sides, is significantly more frustrating to deal with than it was in the past. The only silver lining is that the hardware is mostly okay, and software issues have the potential to be ironed out in the coming months. This could be a 4/5 product but the software/OS experience leaves it at a 2.
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Robotica
> 3 dayI was excited to upgrade from my Index to this, but Im going back to my Index - Im better off buying the Wireless add-on and keeping my Index. This thing is very uncomfortable, the IPD is a pain to dial in, and I cant get the IPD to the best sweet spot (Im sure thats on me). The controllers are basic and the Index controllers blow these away. WiFi playing - Also pretty bad, Alyx couldnt be played and Im on a 6e network for both the PC and XR - the only two devices on the network and it still cant be played wirelessly. Overall, this is overpriced for what you get - the FOV is small, white/bright lights are annoying, they shine way too much. Just a bummer, I had such high hopes for this....
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Alverta Bernhard
> 3 dayReally enjoying the XR Elite. Great combination of form and performance. This VR headset is light and comfortable and as close to a pair of glasses as I’ve experienced. I’ve been wanting a high end headset with the convenience of being a standalone device, and this fits the bill. Resolution is clear, colors are vibrant, and refresh rate is very good. I’ve found the interface to be pretty intuitive so it’s relatively easy to use. Came with some interesting software and works with their own store and Steam. Looking forward for more mixed reality apps to take advantage of the color passthrough.
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Michael C
> 3 dayIn my opinion, XR Elite is not meant to be the best of any one thing, considering its compact form factor. Its meant to provide very decent specs while also maintaining the size and weight at a portable level, which I think is crucial for a standalone headset. The fact that the battery can be removed to transform the headset into a pair VR glasses is quite innovative. If you want something you can bring along for use cases outside your home but without sacrificing graphics quality, XR Elite is a suitable option. The UI experience has minor problems so far, but Im hopeful that software fixes are coming soon. Ive heard rumblings about more standalone content and games will be made available as well. Looking forward to putting this nice device’s passthrough mode to the test.
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Brian
> 3 dayThe 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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Eng. M
> 3 daySetup 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.
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Okin Rebiets
> 3 dayThis device is peak HTC. Pure form with no function. I sincerely don’t understand who these high-end standalone headsets are made for. To me, these are like prototype cars: they look cool and include cutting edge technology, but have no business being sold to consumers because they have no practical purpose. I experienced three major issues that will never be fixed, regardless of what HTC claims: 1. This was not designed as a PCVR device. You cannot readily stream PC content with or without a USB cable. Wireless is awful and it’s the hardware/software, not me. Other wifi 6E streaming devices I’ve used have flawless streaming on my network. USB tether is not the fix either. Everything about it is tedious or broken. When you get it to work, the images are compressed, frame rate is 75hz instead of 90hz, and it randomly freezes. Some people are saying HTC can fix this with an update, but that is impossible because there’s actually a major issue built into the device: you can’t stream via USB and charge at the same time. That’s why they make a big deal about hot-swappable batteries, it’s because otherwise you can only use this for 2 hours at a time unless you’re in standalone/wireless mode and plug it into the wall. Some owners and even HTC suggests daisy-chaining a battery into the PC connection, which barely helped in my experience, and is a ludicrous thing to accept as a solution. How hard would it have been to design a two-pronged cable that can provide data and power from the PC? Instead you have to buy a cable they made for a different headset they released years ago. Just admit that the HTC XR Elite wasn’t designed for PCVR. Stop lying HTC. 2. The sunglasses mode is a scam. I don’t see how it’s not a scam. You cannot actually use it in sunglasses mode because the headset’s internal battery is minuscule. This is not just a PCVR issue, this applies however you use the device. The internal battery’s job is maintain minimal power during disconnects so the device doesn’t have to do a complete reboot. Therefore sunglasses mode doesn’t work without being plugged in so it begs the question: plugged into what with what exactly?? The battery with the 8inch cable they provide? And the battery then goes where? Should I be wearing a battery backpack? I might as well just strap the stupid battery to my head at that point. The only way it works is with the aforementioned daisy-chained battery method, which means buying cables and splitters that you may not have, making this device even more expensive to do something poorly that it should be doing perfectly and natively out of the box. What is the benefit of sunglasses mode when it comes with literal strings attached? Absolutely brainless design. 3. My final issue won’t apply to everyone but is an absolute guaranteed deal breaker for anyone it applies to. You cannot use glasses with these, which isn’t a secret, as they advertise built-in diopter adjustment. Alone, not being able to wear glasses isn’t necessarily a negative. However, some people wear glasses for reasons that a simple diopter adjustment isn’t going to fix. Good luck if you have mild or worse astigmatism or wear lenses for anything other than basic myopia. The fundamental problem for me personally is that corrective lenses are fractional but the diopter adjustment is just rotating the lens between 0 and 6 until your vision is less blurry. It doesn’t display what you have it set to and even worse, it doesn’t seem to actually go all the way to 6.00. My vision is -5.50 and -5.75 and it is still blurry. Not VR blurry, but “this isn’t my prescription blurry.” This was the nail in the coffin for me, doubly so for fear that if my vision ever gets worse, the XR Elite becomes completely unusable. At the end of the day, this is a product with no audience. HTC built a really cool device for no one. They packed it full of next gen VR features, but they didn’t ensure that any of them actually work and the sum of its parts is less than the whole. I honestly had the same exact experience with their first major headset released in 2015, it is wild that they’ve learned nothing. HTC has a terrible habit of designing products that sound amazing in theory, but they don’t care how they function in practice. HTC advertises PCVR but wireless streaming is extremely buggy at best and USB streaming requires you purchase a $100 cable and jerry-rig in a battery somehow … and it still won’t work that well. Sunglasses mode sounds, looks, and feels awesome, but literally doesn’t work without connecting a battery somehow which defeats the purpose. You don’t have to wear your glasses (and can’t), but the included solution isn’t sufficient to give a clear picture for a large minority of people. All-in-all, I can’t recommend this to anyone.
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Leopold Roberts DVM
> 3 dayPreviously gave it one star, after a couple of weeks upping to 3. Previously had a reverb G2 (1st gen), compared to the G2 its slightly heavier but less bulky. (The headset when disconnected and folded is a little larger than a soda can). Lenses are comparable resolution and are adjustable. (adjustability is great, can get even better resolution on somedays than g2). However, theres some fogging around the periphery and display when looking to the side can be a little blurry. The headset has a little fan built into the display and can be slightly noticeable if its quiet. Speakers are built into the frame, they dont hang or protrude like the reverb or occulus rift v1. Ambient sound isolation is comparable to the Rift Ss speakers. Volume adjustment buttons on the headset are a welcome addition, easier than fiddling with PC volume control though they could be a little louder, I have them on max all the time. Connectivity uses a link cable or wifi. I had to upgrade my router but performance is indistinguishable from when it is tethered. For best performance, the wifi router needs to connect to your computer via ethernet. If using tethered, using the battery pack is a must, they recommend a 30w power supply for headset usage, use of the headset itself I measured up to 18 watts without the battery but observed up to 27 watts when tethering to the headset through the battery. IIRC a lightning port on the motherboard can supply only up to 15 watts. Without the battery the headset randomly blacks out through tethered use, with the battery plugged into the pc you have about 2-3 hours of usage before needing to charge. Right now, Im using a wireless link with the headset+battery combo plugged into a dedicated power outlet. I want to note that the included link cables are comically small for tethered use. Apparently a longer version is sold separately but given the cost of this headset, a longer cable ought to have been included. The streaming software for the PC may need you to allow it in your antivirus/firewall settings. Streaming software is an improvement from WMR, allows you to drop in/drop out of VR compared to WMR which needed you to restart a program if SteamVR/WMR was closed for whatever reason, with HTC streaming you can resume from where you left off as if it never happened. The headset with the battery is comfortable enough provided the included headstrap is used. However, the non battery glasses config becomes very uncomfortable after prolonged use, the legs dig into the temple and are quite distracting. Controllers compared to the G2 V1 are an upgrade as well, hand gesture controls take a little getting used to but seem to have improved in the last update. You need to redefine the boundary and floor every time the headset is fully powered down (as in, no power source connected), this doesnt seem to happen if it has a power supply when shut down. Pros: Increased portability from G2, adjustable lenses are great! Software once running isnt as clunky as WMR and less hassle if the vr is interrupted. Wifi connection, when it works is as good as tethered. No base stations required! Cons: Expensive! Tethered play has a power limit and needs the battery to avoid blackouts, included cables are too short for tethered play. Slight improvements over the G2, mostly QOL improvements but hard to appreciate for the price, high end wifi router needed to fully utilise the new features.