Minecraft:Java Edition hard limits: Difference between revisions
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{{about|effects which arise due to integer limits|effects which arise due to floating-point precision loss|Java Edition distance effects}} | {{about|effects which arise due to integer limits|effects which arise due to floating-point precision loss|Java Edition distance effects}} | ||
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Latest revision as of 11:06, 24 July 2026
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For the {{{Description}}} of the same name, see [[{{{Destination}}}]]. |
Template:No navbox Template:Cleanup Template:MisleadingTemplate:ExclusiveThis page documents current and historical hard limits of Java Edition. These are defined as effects which arise due to integer limits inside of the game's code and data types, as opposed to limits which have been implemented intentionally (see Minecraft:World boundary) or effects due to precision loss (see Minecraft:Java Edition distance effects).
Current limits
Horizontal limits
| Coordinates | Hard Limits | Images of limits |
|---|---|---|
(X/Z: ±2; Precision loss errors) |
Template:Main
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(X/Z: ±370,727; The End generation breakdown) |
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(X/Z: ±33,554,432; Packed coordinate limit) |
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(X/Z: ±1,073,741,824; Village generation limit) |
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(X/Z: >±2,147,483,647; 32-bit limit) |
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(X/Z: >±9,223,372,036,854,775,807; 64-bit limit) |
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Vertical limits
| Coordinates | Hard Limits | Images of limits |
|---|---|---|
(Y: ±257 - ±2,048; Lighting breakdown) |
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(Y: ±2^1024; Absolute limit) |
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Historical limits
Horizontal limits
| Coordinates | Hard Limits | Images of limits | |
|---|---|---|---|
Spawn chunk glitch (X/Z: ±524,288–X/Z: ±2,146,959,360) |
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Item entity render limit (X/Z: >±67,108,864) |
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Rain and snow fading (X/Z: >±134,217,728) |
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Third person view limit (X/Z: >±268,435,456) |
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Entity shadow limit (X/Z: >±536,870,912) |
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32-bit limit (X/Z: >±2,147,483,647) |
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Cloud render limit (X/Z: ±25,769,803,764) |
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Chunk overflow limit (X/Z: >±34,359,738,368) |
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Region overflow limit (X/Z: >±1,099,511,627,776) |
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Player movement limit (X/Z: >±2,251,799,813,685,248) |
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64-bit integer limit (X/Z: >±9,223,372,036,854,775,807) |
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64-bit chunk overflow limit (X/Z: >±147,573,952,589,676,412,928) |
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64 bit region overflow limit (X/Z: >+4,722,366,482,869,645,213,184) |
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128-bit Indev limit (X/Z: >340,282,366,920,938,463,463,374,607,431,768,211,456) |
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64-bit floating point limit (X/Z: >±2^1024) |
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Vertical limits
| Coordinates | Hard Limits | Images of limits |
|---|---|---|
(Y: <−2,147,483,647) |
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(Y: >+2,147,483,647) |
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(Y: >+22,502) and (Y: <-30,722) |
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(Y:>+4,503,599,627,370,496) and (Y:<-4,503,599,627,370,496) |
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(Y:>+36,028,797,018,963,968) |
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History
Gallery
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Picture of someone going to the 32-bit integer limit in Vanilla 1.8 using external programs
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The end of Minecraft terrain generation at X: 2,147,483,794, about 146 blocks over the 32-bit limit. World rendering stops working at this point.
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The end of Minecraft terrain generation in the Nether at X: 2,147,483,644 (2Template:^ - 4).
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X: 34,359,738,079, where chunks start to become overwritten.
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Same location as the previous screenshot, but the game is paused (notice an extremely high spike in CPU usage).
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Y: 2,147,483,647, where rain and snow rendering stops.
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A player teleporting to "Not a number" on the X/Z axis.
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Fast clouds disappear exactly at 17,179,869,184 on this limit for 1 frame.
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The far lands map
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The hard limit map that was removed in here Note: Misleading map