KIA RONDO 2014 2015 2016 16" FACTORY ORIGINAL WHEEL RIM STEEL
SKU: 18254235967

KIA RONDO 2014 2015 2016 16" FACTORY ORIGINAL WHEEL RIM STEEL

Sale price$180.00 Regular price$200.00
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Description

KIA RONDO 2014 2015 2016 16" FACTORY ORIGINAL WHEEL RIM STEELKIA 16" RIM 74681 52910A4000 Item Description ONE KIA RONDO 2014 2015 16 INCH ALLOY RIM WHEEL FACTORY OEM 74681 52910A4000 Manufacturer Part Number: 52910A4000; 52910A4000 Hollander Number: 74681 Condition: Remanufactured (aka reconditioned) to Original Factory Condition Finish: BLACK Size: 16" x 5. 5" Bolts: 5x115mm Offset: N A Position: UNIVERSAL NOTE: The buyer is responsible for fitment; *Center Cap(s), Valve Stem(s), Valve Stem Sensor(s), TMPS,

KIA  16" RIM 74681 52910A4000
Item Description

ONE KIA RONDO 2014 2015 16 INCH ALLOY RIM WHEEL FACTORY OEM 74681 52910A4000


Manufacturer Part Number: 52910A4000; 52910A4000
Hollander Number: 74681
Condition: Remanufactured (aka reconditioned) to Original Factory Condition
Finish: BLACK
Size: 16" x 5.5"
Bolts: 5x115mm
Offset: N/A
Position: UNIVERSAL


NOTE: The buyer is responsible for fitment
*Center Cap(s), Valve Stem(s), Valve Stem Sensor(s),
 TMPS, Tire(s), Lug Nut(s) as well as Lug Nut Covers are NOT Included.

Vehicle Fitment
  • 2014 2015 2016 KIA RONDO 16" FACTORY OEM WHEEL RIM
  • 5 SPOKE FACTORY ORIGINAL WHEEL RIM
Quality Management

Product quality is our top concern, so ati1Parts we work solely with the highest quality remanufacturers, therefore each wheel undergoes a rigorous process of remanufacturing and variousinspections based on internationally recognized standards to make sure its structure is 100% sound, straight and true,using state of the art technologyand methods by the highest quality remanufacturers, many of which are ISO 9001 andSAE J2530 certified, so our customers can find replacement wheels thattruly are just like new.
All of our remanufactures use computerized systems to match thefactory color. To further improve the satisfaction of our customers wethen inspect every wheel prior to listing making sure the color is asclose to factory as possible.

Payment

Price is important factor to our customers, usually our prices arecertainly competitive, but sometimes our quality control model does not always permitus to have the lowest prices. Therefore we have created a Damaged Wheel Buy Back (Recycling)program to decrease the overall cost for our customers while alsooffering an environmentally safe way of disposing of their old wheels. Only OEM rims are qualified for  Damaged Wheel Buy Back (Recycling) program.   

We accept payment in the form of PayPal (preferred method).Payment must be made via eBay. Items will not ship untilpayment is received. We are required to collect 6% sales tax to allorders shipped to PA state residents. This will be added to your orderupon checkout. International orders can only be made via PayPal. Please contact us via Ebay for more information.

Shipping Information

All wheels or products are shipped within the contiguous 48states using FedEx Ground or UPS Ground services. We ship within 24 to 72 hours upon confirming your payment. If rush shipping isneeded, please contact us for a quote. We can add Next Day, 2nd Day,etc. to accommodate your needs. All items are shipped in reinforcedcardboard boxes and packaged to ensure protection.

Shipments to buyers in Alaska, Hawaii, Guam, Puerto Rico, the U.S.Virgin Islands or outside the United States - Please contact us for ashipping quote. Outside the U.S., buyers may be subject to local taxes,and brokerage fees. Please be aware of this before bidding orpurchasing. These fees are the responsibility of the buyer.



Return Policy

Returns are accepted within 14 (fourteen) days of receipt and the returned items must not be installed, used, mounted or altered in anyway. Customers may return the purchased items for any reason that makes customer unsatisfied. Please be NOTED that there is a 25% restocking fee and the customer is responsible for return shipping unless the item is found to be damaged or defective. All items must be returned in the same condition in which they were received.

Feedback

We are committed to your satisfaction. We will automatically leavepositive feedback for buyers within 24 hours of receiving payment.Feedback is an important asset on eBay for buyers and sellers alike, soif you are satisfied by your experience with i1Parts we wouldgreatly appreciate it if you could take a moment to leave us positivefeedback with 5 star ratings. If you are not completely satisfied pleasecontact us to give us the opportunity to improve your experience.Please know that your positive feedback and 5 star rating on eBay areappreciated and vital to the growth of i1Parts. Thank you!!!




Shipping Notes
  • Free Standard Shipping on $100+ Orders to the USA.
  • Except Preorder products are shipped in 48 hours.
  • Delivery to the USA:
  1. Standard Shipping : 3-10 business days
  • If time is of the essence, please consider selecting expedited delivery for faster service.
Exchange/Return Notes
  • We offer a 30-day return/exchange service after receiving.
  • Final sale items are not eligible for returns or exchanges.
  • To process your return/exchange, please contact us at [email protected]
  • Please click here for more details>>> Return & Exchange Policy
SKU: 18254235967

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Tinkerer
New York, US
★★★★★ 5
There's nothing else out there that's this comprehensive
Format: Hardcover
Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on August 18, 2019
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Verified Purchase
robert thompson
Lexington, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
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Verified Purchase
Vincent Marias
Birmingham, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
J
Verified Purchase
Joan Rubio
Lake Worth, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025
P
Verified Purchase
Piotr S.
Phoenix, US
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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Reviewed in the United States on February 13, 2019

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