








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.
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.
8 reviews for HTC Vive XR Elite Virtual Reality Headset + Controllers
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Original price was: $735.96.$699.00Current price is: $699.00.


SBS –
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.
J F –
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.PROSPCVR 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.CONSController 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/DynamicOFFOverall, 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…
Larry –
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.
Jacob –
When HTC announced this headset in January it felt like a dream come true. A light form factor headset with inside out tracking and controllers more akin to oculus than the clunky vive wands, and most importantly not tied to meta.I’m not exaggerating when i say this was the pre-order that kept me going the last few months excited every day for when it would be released. I have to say, what a total and complete let down.To put it concisely, coming from a CV1 (a headset from 2016), this headset has several key failures that make it completely inadequate for PCVR, and some that make it a horrible headset over all. The built in audio is horrible for starters, compared to the valve index, CV1, or any in ear headphones, this cannot be fixed as the headset has no 3.5mm jack and the bands are very thick making wearing any over ear headphones extremely uncomfortable.The controllers are probably comfortable for some people, but the weight distribution is really lopsided and they want to roll out of your hands, the triggers also have an extremely cheap feeling click so shooting games have a really uncomfortable tactile response. I also find the tracking rings very large and poorly placed making reloading in games difficult when trying not to smash the controllers together.Tracking on the headset and controllers is both fine but there are pleanty of times I felt like tracking was being lost or lagging behind my real movements.The image is crystal clear and this is definitely the strong point of the headset. However based on the type of games you play and the shape of your head, the vertical FOV makes playing certain types of games impossible. For me I was unable to see my chest without bending my neck down much more than im use to with any other headset. For people who dont usually play VR, lots of games store items/menus on your chest. This means that actions in games like Pavlov and Contractors I use to be able to complete by just peering down a bit now require a ton of head movement.I think the comfort level overall is really going to depend on what kind of person you are, features like the IPD adjustment and the diopters are really nice and i hope more headsets can make use of them going forward, but the lack of a more traditional headstrap design (like found on the index, CV1, Rift S, HP reverb g2) seems really short sighted and basically entirely reliant on third party developers to make solutions for people who dont want a lot of clamping pressure on their face and back.I cant even really give any opinions on the standalone capabilities for this headset because there isn’t enough content on the vive store. Think about this if you arent intending on using this thing for PCVR. You are spending close to 2000$ with tax on a headset that has enough content to entertain you (if you like playing vr fishing games and meditating in front of a waterfall) for less than a hundred hours.For PCVR, the current streaming software is obviously not as good as virtual desktop. I read this from reviews before purchase but i think i sorely underestimated how buggy and slow it was. It launches from steamvr alright conceptually, but there are plenty of times before i was able to get that to work the software would lock up my computer requiring me to hard reboot, or do random things like not let me close any programs once i exit out of the usb streaming.To top it all off my unit came with a dead pixel.To summarize, very poor audio, uncomfortable controllers, bad software (on launch), no games for standalone (on launch), bad vertical FOV, and an overall total disapointment as a PCVR headset.Please do not experiment with this thinking you can return it, they will charge you for shipping.HTC, I think this headset might kill your company but at least you used recycled packaging
Ava –
Cons: Overheats quickly, very uncomfortable, controllers are not well supported, battery doesn’t last long.Pros: amazing screens, good hand tracking
mas –
Pour le prix, il n est vraiment pas encore fini … une bonne idée ne fait pas un bon produit. Le software bug. La batterie ne tiens pas . Bref il y a encore du travail pour htc.
M. Hoog –
This looks and feels like an alpha product that was quickly dumped on the market by a company that’s about to go under.
Jason C. –
Product was rushed, Quest Pro is a much better headset.