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HTC

HTC Vive XR Elite Virtual Reality Headset + Controllers

  • Based on 145 reviews
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Availability: Only 1 left in stock, order soon!
Fulfilled by INFINITY SALES CORPORATION

Arrives May 11 – May 17
Order within 14 hours and 28 minutes
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Style: Full System


Features

  • Lightweight XR. A sleek headset that goes where you go.
  • Finely tuned viewing. Adjustable IPD and diopter dials for the most natural and clearest visual experience.
  • Fun and imagination amplified. Crisscrossing realities with vibrant, high-resolution XR passthrough.
  • Beyond standalone VR. Connect to your VR-ready PC and enjoy low-latency, high-fidelity PC-VR gaming.
  • Balanced and clear. Powerful speakers deliver crisp, immersive audio.
  • Made for heavy-duty graphics. Boasts 3840 x 1920 combined resolution and 19 pixels per degree. Up to 110 field of view and 90Hz refresh rate in a remarkably compact form factor.
  • More than a battery. Up to 2 hours of continuous power. Hot-swappable and replaceable. Adjustable for exact fit. Counterweight for balanced comfort.
  • Hands on. Navigate, click, drag, scroll, and type with natural hand and finger movements. (Hand-tracking features are VR title dependent.)
  • For information on the latest software updates, support information, and tips and tricks, please download the "Troubleshooting Guide (PDF)" under the [Product guides and documents] section on this page.

Description

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] VIVE XR glasses form factor requires an alternate power source with 30W power delivery or above. [2] All battery claim results will vary. Battery life and charge cycles vary by use. [3] Hand-tracking features are VR content dependent. [4] Wi-Fi 6E support is country dependent.

Release date: March 24, 2023


Product Dimensions: 11.5 x 11 x 5.2 inches; 4 Pounds


Type of item: Electronics


Item model number: 99HATS002-00


Item Weight: 4 pounds


Manufacturer: HTC VIVE


Batteries: 4 Lithium Polymer batteries required. (included)


Date First Available: January 5, 2023


Frequently asked questions

If you place your order now, the estimated arrival date for this product is: May 11 – May 17

Yes, absolutely! You may return this product for a full refund within 30 days of receiving it.

To initiate a return, please visit our Returns Center.

View our full returns policy here.

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Top Amazon Reviews


  • Excellent quality! Excellent engineering!
Vive has produced yet another high-quality product! Once again HTC Vive is making headsets for recreational consumers. I originally had the Vive OG, and the Vive Pro OG with the lens mod. I bought the quest 2 just for travel and mobility. After hearing everybody’s complaints with the XR Elite, I was concerned this headset would not be a vast improvement in quality of play… Especially with PC-based games. A good example is the quest 2 running kayak mirage… it is horrible… no detailing or definition in any of the landscape/scenery whether playing standalone, or PCVR with a cable! And I was concerned that without the video compression of the Vive pro that the XR Elite headset running off USB-C would not be good. I was completely surprised! Very pleasantly surprised!!! I’ve been using VR since the inception of consumer headsets, and this is a nice step up! The pancake lenses make all the difference and it is so much better than the quest 2!!! So much clearer, great definition in images. and the diopters are the icing on the cake! I wear contacts and as part of the set up process you have the option to adjust the diopters. I decided to adjust the diopters just for the experience and wow! So now one eye is set on 2 1/2 and everything looks pristinely clear!!! My vision is fine in all other scenarios, and now I’m glad to be able to see better in VR too. I’ve heard complaints of God rays, fix your diopters! Also, using the cable link, I was able to run Lone Echo flawlessly! I could never get the quest to run it, and when I did. It literally dropped more frames than it played and of course it just looked ugly. Even with a high-quality hardwired cable link. Lone Echo is also a program that doesn’t look great with the screen door effect… So I didn’t want to play it with my Vive Pro either. It looks glorious and runs so smoothly it’s insane with the XR Elite!!! Haven’t run half life Alex yet, but I’m sure it’s going to play as well as lone echo does, if not better! I have been thrilled to see that the headset runs all my old programs in steam, as well as revive! Sweet! Before getting the XR elite, I was using two headsets, my Vive Pro for at home on PCVR, and the quest 2 for mobility around the house, and when I travel using it as a standalone headset. The Vive XR elite is a step up in all directions! It is extremely comfortable, no mods needed like you have to do with the quest 2, (ouch!), and I can’t get over the clarity!!! I can use it anywhere in the house as stand alone, or run it with wireless streaming without sacrificing quality. Because it can run as a standalone, it makes it perfect for traveling… Especially with its low profile and lightweight! The XR Elite definitely meet my needs, and exceeds expectations. I did not have a headset that I could run wirelessly with higher quality PCVR. Absolutely love it! So exciting! Now, like all things in VR, the software is a little bit slow in coming. Patience wins here. Software will be coming, and I’m ready for it. I remember in 2016 trying to find software… There’s a plethora available now in comparison to that!!! Lol. ... show more
Reviewed in the United States on March 31, 2023 by SBS

  • Profoundly disapointed.
I got my unit today, and I have to say; ALL of my expectations were wrong. I'm absolutely gobsmacked at how bad the experience is. I'm coming from a Rift S; so I was under the, false, impression that no matter how bad this ended up being, it'd be so far above the rift that'd I'd be plenty happy to trudge through the early adopter tax and growing pains. I can't. 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 I'd 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, I'm convinced we're 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 don't think I'd 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 it's 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. I'm 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 it's 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 XRE's pancakes. It's not like I'm 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 you'd do constantly. This might just be an issue of how I use VR. Sometimes I'm 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 I'm 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 it's 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 it's own. Once you combine this with the repositioning of apps in steamvr, it's compounded into a nightmare of rinse-repeat in both interfaces until the app you're running is finally aligned correctly. The boundary settings are extremely limiting and can't 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, you'll be punished by the system relocating your displays all over the place. If you use stationary, you'd 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 don't 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 I'd turned off guardian completely, and I've never gone back; but even when it was on, it never broke system operation. Hand tracking, technically works. I've never had a hand tracking headset before, so I don't know if it's 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 it's 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, you'll probably have to sort out secondary padding. It's 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 I'd 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 haven't used wireless VR before, so maybe this is a limitation of the XR2 platform and not HTC's fault; but, if it's on HTC, it's a huge negative. I have the hardware and bandwidth to easily push 2-3x what the headset is asking for, I'd 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 it's just too soon for me. HTC can improve a lot of what's wrong with this headset through software, but based on just how rough it is right now, I think that'll be more than a year away... ... show more
Reviewed in the United States on March 29, 2023 by J F J F

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