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HTC

HTC Vive XR Elite Virtual Reality Headset + Controllers

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Arrives Oct 26 – Nov 1
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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.

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.

Brand: HTC


Color: Clear


Special Feature: High-resolution XR passthrough, compact form factor, hot-swappable batteries, PC-VR compatibility, high-performance processor (Qualcomm Snapdragon XR2), high-resolution display (1920 x 1920 per Eye), adjustable IPD distance, and 6-DoF inside-out tracking See more


Connectivity Technology: Wi-Fi


Included Components: Cable, Controller, Headstrap


Compatible Devices: Personal Computer


Specific Uses For Product: VR/AR gaming, training simulations, virtual meetings, 3D modeling, architecture, engineering, healthcare visualization, and training See more


Age Range (Description): Adult


Model Name: XR Elite System


Product Dimensions: 11.5"D x 11"W x 5.2"H


Additional Features: High-resolution XR passthrough, compact form factor, hot-swappable batteries, PC-VR compatibility, high-performance processor (Qualcomm Snapdragon XR2), high-resolution display (1920 x 1920 per Eye), adjustable IPD distance, and 6-DoF inside-out tracking


Connectivity Technology: Wi-Fi


Compatible Devices: Personal Computer


Specific Uses For Product: VR/AR gaming, training simulations, virtual meetings, 3D modeling, architecture, engineering, healthcare visualization, and training


Operating System: XR OS


Field Of View: 110 degrees


Connector Type: USB Type C


Sensor Technology: Accelerometer, Gyroscope, Proximity


Battery Average Life: 2 hours


Memory Storage Capacity: 128 GB


Number of Batteries Required: 2


Platform: VIVEPORT


Resolution: 1920 x 1920 per Eye (3840 x 1920 Total)


Screen Size: 6 inches


Display Type: LCD


Controller Type: Button Control


VR Operating Platform Compatibility: PC VR, Standalone


Display Resolution Maximum: 1920 x 1920 per Eye (3840 x 1920 Total)


Warranty Type: Manufacturer


Brand: HTC


Built-In Media: Cable, Controller, Headstrap


Age Range Description: Adult


Model Name: XR Elite System


Model Number: 99HATS002-00


UPC: 821793053116


Manufacturer: HTC VIVE


Number of Items: 1


Item Type Name: XR Elite System


Mfr Part Number: 99HATS002-00


Warranty Description: 1 year manufacturer


Item Dimensions D x W x H: 11.5"D x 11"W x 5.2"H


Item Weight: 4 pounds


Color: Clear


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If you place your order now, the estimated arrival date for this product is: Oct 26 – Nov 1

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Top Amazon Reviews


  • Crisp VR in a very comfortable form factor
As an avid gadget user, I've built up a large collection of VR/AR/MR headsets over the years. Having used devices like the original Vive and Vive Pro, the Quest, and the Valve Index, I've enjoyed seeing the innovation and improvements over the years. I recently got the Vive XR Elite, and this headset is in a good sweet spot. While not saying it's perfect, it definitely has a solid place in this collection and is something I see myself using more over other devices. The best aspect of this is that wearing and using the headset feels like a quantum leap in improvement of VR headset design. The comfort is a huge win for me. The front goggles of the headset is much lighter compared to the first generation devices, and the battery at the back not only keeps the front slimmer but also balances the weight nicely. The device makes it easy to adjust the tightness of the strap and makes it the most stable configuration I've ever used. There's little to no feeling of overhand and makes wearing the headset incredible. The visuals are really nice, everything looks clear and sharp. Although other devices like the Index are comparable in terms of visual quality, the fact that this device is so much smaller makes it that much more impressive. With the streaming app, I'm able to get most of my favorite games to work. While the setup is some times a little bit more cumbersome than something like the Index, once you have everything set up it's quite easy to use. Overall, I'd recommend the HTC Vive XR Elite. Everything about it is solid, and it's the overall leap in comfort that makes it stand out. ... show more
Reviewed in the United States on August 30, 2023 by Larry

  • 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

  • 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

  • Really convenient but horrendously painful
The XR Elite is a wonderful product that is horrifically painful to wear. There are a lot of good things about it but ultimately the pain was what made me get rid of it. The optics are really, really good. Edge to edge it's super clear. Even when the HMD jiggles around and loses centering everything is still clear. You can truly look with your eyes. In complete blackness you notice the screen isn't as black as it could be. When a high contrast object shows up in the darkness it will tend to glow a little bit. It doesn't look like light shafts but instead multiple instances in a line losing definition. They have individual Diopters as well but I left them both at zero. There is IPD Adjustment using a very coarse slider instead of the usual dial on other HMDs. It's kind of difficult to get it dialed in to the exact sub millimeter but the lenses are very forgiving so precision wasn't needed. The IPD adjustment did jiggle itself loose once when moving a lot in VR. The screens are pretty good minus the blackest of blacks, though coming from a Vive Pro 2 there isn't much difference. Resolution is dense and not much more could be stuffed in without the battery suffering. When used fully standalone the battery life is somewhere between bad to okay. For a quick XR adventure it's no problem which is what I think HTC is aiming for, not multi-hour adventures into the mist. I dunno if it was atypical but without the rear battery cradle the HMD would power on for about a second then shut off. With the battery cradle fully charged it lasted a little under 2 hours. When plugged into a computer it would charge but the drain would be larger than the supply. From full it would last around 3 hours when plugged into a PC. The controller's battery life is a totally different story. They would drain passively over the week and every time I went to use them they would be zeroed out completely. They automatically wake up from the tiniest of movements and they'd randomly wake up in the middle of the night from a 2.0 earthquake or something. I eventually left them on the charger for days on end until they would be needed to circumvent their drain. When fully charged I think they are supposed to last 6 some hours. Other than the controller's battery lives there isn't much to say about them. They feel comfortable in the hand and the buttons are in logical places. The thumb stick is kind of hard to push down but that's really about it for the main controls. They are kind of hard to differentiate left from right from feel alone if you don't have pass through mode enabled. They tracked well enough for the games I played but it got a little annoying when they got out of tracking space like above the head. They would track for about one second using only gyro and accelerometer when out of visual range then they'd go rotation only, no position. One second is enough if you're just tapping your back or putting a hat on but anything further and it's a mess. The HMD's self tracking is pretty good and it never really bugged out. In complete darkness it would complain but even some ambient lights like monitors it worked well enough. Pass through mode must have some crazy noise reduction because I can still make out shapes in darkness. Upon startup it asks to create a playspace that you draw on the ground. Usually that's just a room minus some furniture. If for any reason you completely leave that playspace while wearing the HMD, like in passthrough mode, it will completely lose the original playspace and ask you to create a new playspace. If you agree to make a new playspace it'll kick you out of whatever content you were looking at to do the setup. To get around this you can probably just draw a playspace that includes every room you think you'll be in. I really wish it was less dependent on defined playspaces than it currently is. The XR Elite is basically bound to one area, despite being standalone and portable. AR content is basically non existent on the XR Elite. It's primarily VR stuff with passthrough visuals in case you step out of bounds. There built in hand tracking which is cool but limited to only a gimmick because the entire UI is built like a VR interface. You don't reach out and touch any buttons or wave for gestures or anything like that. You vaguely point your wrist at a button then pinch your fingers to simulate a click. There is some content that uses the hand tracking a little better but not the home UI. There is an option to allow the hand tracking to pass through to SteamVR as a controller emulator. You can pinch your fingers to pull the trigger. You can also flip your right hand over and pinch to open the XR menu. That's about it. The built in speakers are actually decent. The Quest 2 internal speakers aren't quite as good and the PiMax 8KX strap speakers were a joke. Your ears are fully unobstructed so you can still hear your environment which is useful when activating passthrough. You'll notice an extreme lack of sub and bass through the speakers. They are fine for music like jazz and is particularly suited for human voices. If the environment outside the XR Elite is noisy things get progressively worse but that's the nature of off-ear solutions. For discussion between 10 some people I kept the volume at about 90% most of the time. The ergonomics SEEMED good at first but quickly devolved once positioned. The gasket around the face was really soft and pliant around the sides but at the top there is a plastic bridge that goes over the eyebrows. When using the battery cradle to crank down that plastic bridge gave me a headache after about an hour and I kept loosening the battery cradle until it just fell off. 100% of the tension is placed right on that forehead bridge. Since there is no top strap to keep the XR Elite elevated it only relies on squeezing around the head to stay up. The battery cradle side was comfortable but the effects at the front are unforgivable. There is also the alternate "Glasses Mode' which takes the battery cradle completely off and turns it into what looks like super techy glasses. The temples grab on ULTRA hard and the sides of my head were immediately aware of something trying to reduce the width of my skull. I wear medium-large motorcycle helmets and anyone with a wider head would be worse off. That being said, it was more comfortable than having my forehead be in pain though anything is more comfortable than being stabbed. There is a TINY amount of cushion in the temple ends that have about 1mm of squish. Problematically, it places all that squeeze on what feels like less than one square inch per side so you really feel it. Surprisingly even though there is no back strap to keep the XR Elite held on it manages to stay on my face, fully planted, through a bunch of action games I played. You might ask, how did I power the XR Elite without the battery cradle? You can use any power bank that outputs 12v like QC3.0/4.0 or variable voltage stuff. Generally, if it can charge a laptop it can definitely power the XR Elite. I put the power bank in my pocket and ran a 3 foot cable up to the cable holding pinch at the right temple and into the power slot. My power banks are decently large, two being 50wh and another at 100wh, and last way longer than the included battery cradle. You can also push the power banks through the battery cradle and get all the extra charge associated. With a quick charging power bank it'll push the battery cradle to 100%. As soon as the power bank dies it'll go back to using the battery cradle's charge and in this time you can plug in another one or ride the remaining energy to the end. Additional note, the battery Cradle can be used for USB tethering. I thought it was just a charge port but it pushed data through just fine. I plugged it into a USB 3.2g2 port but I'm not sure how fast the batter cradle's port is, might be 3.2g1 or it might even be 2.0. The cabled port on the side of the XR Elite obviously has full USB capabilities but without a power source it won't do much. There is also an additional USB-C port to the right of the right eye and to the left of the temple that's hidden. I didn't manage to try that port out but I believe it's a host port. Tethering is great on the XR Elite. Just install the app on both a PC and the XR Elite, make sure Wi-Fi is working OR the USB is tethered, and in the XR just click Streaming App. That kind of convenience made me really, really like the XR Elite. There was a few times when the Wi-Fi streaming would get a bit overcompressed possibly from environmental issues. Upping the SteamVR resolution had ZERO effect on visual quality since it must pass through the Streaming Hub compression in the end. Upping the resolution just made more pixels have to fit through the same bitrate through Wi-Fi which had negative effects scaling up. There seemed like some of the gradients would lose a bit of smoothness, especially in light greys to slightly darker greys, while using the Streaming Hub. The convenience factor was just too good though. Ultimately, the Wi-Fi on the XR Elite stopped working. That combined with the extremely painful mounting systems brought me to the final crossroad. I returned it. ... show more
Reviewed in the United States on May 22, 2023 by X-90

  • Honest Review
It’s been a week with the headset and so far I have not seen any problems with it. I only bought it for pc vr specifically and I can certainly say it’s better than my index in many ways. First off, giving this 4 stars because the controllers are awful. Now, I’m coming from index controllers so I already had high expectations for them but they are just unusable even with steam vr binding settings. I ended up storing them away and using my index controllers. They don’t seem to track very well, they feel cheap and way too big compared to their quest lookalikes. These are not the controllers to expect on a $1100 headset. The headset itself tracks very well. Even in a low light environment I was surprised by how well it tracked even with half the cameras covered. The headset doesn’t heat up or anything while in PCVR and the quality of the display is there. Not to mention how comfortable it is compared to an index. The unit is very well made. Would I recommend this headset? Only and exclusively if you have a good pc with good internet. I’m talking 3070 or newer gpu and i7 12th gen or newer. The vive streaming software is not well optimized and requests a lot of resources from your pc. Plus if you don’t have any other controllers and are planning to use the ones that come with the headset, this is def not for you unless you plan to spend more money for those. All in all, I’ve had a great time with the headset. So I would recommend it for those of you with good internet and a good pc. ... show more
Reviewed in the United States on April 10, 2023 by Cristian

  • The Worst VR Headset on the Market
After spending over $1000 dollars for this worthless garbage, I am very disappointed. It does have some neat features that you wouldn't find on other headsets. For example, the adjustable lenses for people who where glasses. But that's about all the praise I can give it. The battery life will last 2 hours, with the battery cradle, and won't even turn on without it. The controllers will last a good 10-15hrs, but I still would rather not use them. They try to emulate Meta Quest controllers, but fail to meet the same quality. The Quest controllers are curved and feel like they were made specifically to fit in the palm of your hand, These controllers however, feel awkward and clunky. Not to mention that they sometimes don't even work with certain Steam games. The button layout is exactly like the Quest, but some games just can't read the button layout correctly. Speaking of not working, the sweat guard broke very easily. It snapped in the middle, and even before that it still let sweat leak on to the lenses. When tightening the headset, your head gets pushed up against the middle part of the sweat guard, where there is no padding, and will leave your head sore with an imprint. I don't know if my head is just weird, but there doesn't seem like there is any comfortable position for the headset to be. I have also had the problem of the headset disconnecting from my PC. My WIFI is stable, the game is running fine, but the headset will say it's disconnected. Going back into the headset hub, I can clearly see that the headset is still connected. The only way to "reconnect" it, is to turn the WIFI connection off and back on. Long story short, don't buy this garbage, get a Quest 3(or Quest 2 as it is much cheaper sine the release of the Quest 3) ... show more
Reviewed in the United States on April 30, 2024 by Joe

  • Amazing VR headset
Playing with it for 2 weeks. Sharing my experience of using it. First of all, the user experience is fantastic. It has beautiful design, accuracy motion sensor, and is also very comfy even wiring it for hours. I think the company put a lot of effort on designing the headset. It comes with lens and software to adjust it. For people who wear glasses, this feature is superb. The resolution of the tuning gear is very precise. I don't feel any different than wearing a glass. HTC Vive XR Elite also comes with a power bank that can connect to the headset. The easy connection and wearing design makes it really easy to put on. On the back of the power bank you have a nob to adjust head set to make it fit for you. The cushion is very soft and comfy. It won't leave any marks after using it for hours. The headset is also very light, so the overall wearing experience is very great. The headset also has very good motion sensing accuracy. I am a user of other vr products as well. I am amazed by HTC's motion sensing accuracy. It can recognize your gesture easily at first try. So I don't need to bother repeating each gesture which looks very stupid. As standard, this HTC vr also comes with a high resolution camera systems for you to live in the real world. The overall user experience is very good. and it is a great VR product and brings a lot of fun. This product does not come with virtual keyboard typing feature. Hope this can come soon with the power of current high accuracy sensing system. Then I can use it for work too. ... show more
Reviewed in the United States on March 5, 2024 by Stefanie

  • Good jack of all trades that isn't Meta
Preface to this review: I have an extreme negative bias towards Meta and refuse to use their products, so I'm completely unable to compare this product to any of the Quest offerings. I'll primarily be comparing against the Valve Index. Furthermore, as other reviews have pointed out, the standalone experience is sorely lacking, and in my opinion HTC should have delayed the launch of this headset until they were able to get more apps into their storefront. Because of this, I'll only be focusing on the PCVR experience here. The HTC Vive XR Elite is not the best headset in any one category. It's not the best looking image (PCVR), it doesn't have the best controllers, it doesn't have the best tracking, and it's not the smoothest experience out of the box. What it does have, is portability; both portability in travel and portability between users. We have a Valve Index already in our house, and sharing that experience is tedious to say the least, which means in the year we've had it in our house of 4, we've pretty much never shared a VR experience all together. That changed only a few days after the XR Elite arrived. The ability to quickly swap between different users of differing prescriptions, the ability to adjust the IPD to fit my (admitted hey-Arnold-esque) head, and the lack of a top strap to accommodate the widest range of hair styles make it an actually fun and immersive experience you can ***enjoy with your friends and family*** instead of alone. I'll admit the Quest lineup is probably pretty similar here, but as I mentioned above, I refuse to in any way support their parent company, and thus here I am. I believe that this product is perfect for those looking for a higher-end product as their first foray into VR, and many of the flaws the XR Elite has, I hope HTC is able to solve (primarily the lack of apps in the storefront). If you're listening HTC, one thing I would love to see is the ability to integrate with other controllers. The XR Elite can already track my hands, but it can't pair with Index Knuckle controllers and track those instead? Of course I'd be giving up some precision the Knuckle controllers usually have by removing the base stations, but I can't see why it isn't possible. That, or release some higher-quality feeling controllers. All in all, I really wanted this to be a 4-star or 5-star review, and I think for the right person (such as myself) it definitely is, but as for the general public... It's a hard sell given that they probably don't share the same aversion to Meta as I do. ... show more
Reviewed in the United States on March 31, 2023 by Patrick Cunningham

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