I have the same issue, I can open/run the game using the openXR shortcut but regardless if I'm sitting at the menu screen or load into a world my game crashes after about 5 mins and my memory usage slowly climbs up the whole time. My specs:
VR Headset: Valve Index
CPU: i7-8700k
GPU: Nvidia 1080Ti
Memory: 32GB
Storage: 500GB SSD
Crashes on the latest beta of both Minecraft and SteamVR
Also I DO NOT recommend joining the beta and trying vr in the current state. The hang that is currently happening is really bad as it causes steam vr to get stuck and I thought I was going to have to force shutdown my computer it froze for so long.
Can confirm that beta 1.16.230.50 is able to load minecraft in vr on index (steam vr beta 1.17.2, latest version of windows). Pretty sure Inventor156 is right in that there is some sort of memory leak as the game hangs consistently after being open for 2-3 minutes (regardless if you load a world or just sit on the main menu screen). Also I can confirm that index controllers do not work at all (defaults to keyboard and mouse). Opening the steam vr controller menu does nothing. Opening the legacy steam vr binding ui lets me mess around with stuff but minecraft hangs before I am able to get anything done.
I just want to say that I thought I would never see the day where this shit didn't instant crash to desktop. But now I can load the game and have it hang after 2 mins. At the current pace we should be able to play this game in vr sometime in the next 2-3 years!! How exciting! /s
A user on reddit was somehow able to get the Minecraft to load into vr (via openxr) using Index. They were able to load a world just fine but were unable to get the index controllers to work (only keyboard and mouse)
https://www.reddit.com/r/ValveIndex/comments/maynh3/minecraft_vr_index_controls/
Due to the obvious lack of communication from Mojang on this card I recommend everyone share this issue with others and ask them to vote for it and to tweet this issue out to any twitter handles you see fit. It seems being loud is the only way to get a response on this as we are all clearly talking to a wall in these comments.
This issue seems so wide spread and it's an insta crash on startup. So either the devs somehow can't reproduce (which is unlikely) or vr support isn't a priority to mojang. I find it weird that they overhauled vr support with openxr but shipped it in a obviously broken state. It's like they want people to use Vivecraft (or do some random registry edits) over their implementation...
To add on to this bug, falling_block entities in general have gotten noticeably worse since the nether update. Either the rate at which they update has been reduced or the performance around their calculations has gone down significantly . Watching a falling_block move through the air there is an obvious stutter that did not occur before the nether update.
Whoops I didn't see https://bugs.mojang.com/browse/MCPE-40079 when I searched for it. Although I was never able to get it to work on the client in the latest beta as described in that card. Can be marked as duplicate
+1 for windows 10 on latest beta (1.12.0.6)
Duplicate of https://bugs.mojang.com/browse/MCPE-41468
Here is some more information on this for the devs and anyone looking to use the particle command:
The documentation for particle names (found here: https://minecraft.gamepedia.com/Particles) is completely out of date. Since the particle command does not support autocomplete (tracked here: https://bugs.mojang.com/browse/MCPE-39829) the easiest way to find all the particle names is to look in the identifier field in the .json files of the default resourcepack in the particles folder.
Below is a list of particles I attempted to create using both command blocks and regular chat commands (the outcome was the same regardless). I did this on the latest beta (1.12.0.6) in a fresh creative world with zero add-ons:
Command format used: /particle prefix:particle_name ~ ~2 ~
minecraft:mobflame_emitter (works?, no errors, see also: https://bugs.mojang.com/browse/MCPE-39641, https://bugs.mojang.com/browse/MCPE-38675)
minecraft:falling_dust_gravel_particle (works, no errors)
minecraft:critical_hit_emitter (works, no errors)
minecraft:heart_particle (DOES NOT work, no errors)
minecraft:cauldron_splash_particle (DOES NOT work, no errors)
minecraft:arrow_spell_emitter (works BUT w/ errors):
[Molang][error]-Error: accessing a variable that doesn't exist: variable.color.r
[Molang][error]-Error: accessing a variable that doesn't exist: variable.color.g
[Molang][error]-Error: accessing a variable that doesn't exist: variable.color.b
[Molang][error]-Error: accessing a variable that doesn't exist: variable.color.a
minecraft:balloon_gas_particle (works BUT w/ errors):
[Molang][error]-Error: accessing a variable that doesn't exist: variable.direction.x
[Molang][error]-Error: accessing a variable that doesn't exist: variable.direction.y
[Molang][error]-Error: accessing a variable that doesn't exist: variable.direction.z
Duplicate of https://bugs.mojang.com/browse/MCPE-41468
Duplicate of https://bugs.mojang.com/browse/MCPE-41468
Duplicate of https://bugs.mojang.com/browse/MCPE-41468
Duplicate of https://bugs.mojang.com/browse/MCPE-41468
Duplicate of https://bugs.mojang.com/browse/MCPE-41468
Duplicate of https://bugs.mojang.com/browse/MCPE-41468
"Bug
This feature does not work as designed for the platform it was designed on...."
^ Taken from the Parity Request Guide you linked. Observers are designed to detect blockstate changes (such as a bed changing from empty to being used), there is currently a bug in the game that prevents observers from doing this. This issue is basically the same as https://bugs.mojang.com/browse/MCPE-43841, https://bugs.mojang.com/browse/MCPE-36783, and https://bugs.mojang.com/browse/MCPE-41074 and yet all of those issues are allowed to remain open. How is this one any different? @@unknown
^ From the #scripting-api-feedback channel in the official minecraft discord server
I guess if this is working as intended then all that needs to change is for the documentation to be updated (as of this comment it is incorrect) but I hope another component is added like "minecraft:full_inventory_container" as it would be quite helpful to get all 36 slots in one call.
ATTENTION ALL VALVE INDEX USERS
After waiting for 5+ years minecraft bedrock edition is actually "playable" in vr. It's in quotes because we can't use the index controllers (please vote on this issue: MCPE-128724) but I was able to launch the game and load a world and actually move around/play for a period of time. In order to get this to work I had steamvr running, my xbox controller connected to my pc (corded and wireless both work), and then clicked the openxr shortcut. Some things to note:
Movement/jumping/swimming is buggy (changing settings from linear to classic made it feel less buggy)
Increasing my render distance to max crashed the game, increasing it to 24 chunks seemed fine so I went to 32 and it was still okay but then crashed a few mins later
Often times my pov/head is disconnected from my hitbox. This can lead to weird scenarios like my head going through the top block when walking through a 1x2 doorway. I think it's partly related to your starting position/facing angle in your room/playspace when you launch the game as well as being tied to how much you turn using the joystick or your head
Enemy pathing ai seemed broken
The options for hud and ui settings were confusing and left much to be desired
I couldn't see my fps but it felt stable, the only thing that looked weird was watching items drop to the ground when breaking blocks
I don't think any of my crashes were related to memory as I had an eye on it from time to time but it's hard to say. Needless to say it was a buggy/crashy experience but I was able to make an iron pickaxe and kill a zombie. Who knows, maybe in 5 years it might actually be good.
VR Headset: Valve Index
CPU: i7-8700k
GPU: Nvidia 1080Ti
Memory: 32GB
Storage: 500GB SSD
latest beta version of both steamvr and minecraft