Minecraft:Bedrock Edition distance effects: Difference between revisions
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For an entity to move, it advances a certain distance each tick. At slow speeds or high coordinates, the increase in distance per tick is so little that when rounding to the nearest valid position, the entity is placed at its original position, so it essentially does not move at all. More specifically, between 2<sup>''n''</sup> and 2<sup>''n''+1</sup>, an entity's speed is rounded to the nearest multiple of 20×2<sup>''n−''23</sup>, so it must move at least 10×2<sup>''n−''23</sup> to actually be considered moving. | For an entity to move, it advances a certain distance each tick. At slow speeds or high coordinates, the increase in distance per tick is so little that when rounding to the nearest valid position, the entity is placed at its original position, so it essentially does not move at all. More specifically, between 2<sup>''n''</sup> and 2<sup>''n''+1</sup>, an entity's speed is rounded to the nearest multiple of 20×2<sup>''n−''23</sup>, so it must move at least 10×2<sup>''n−''23</sup> to actually be considered moving. | ||
There are several ways to slow the player's movement, such as [[Minecraft:sneaking]], [[Minecraft:status effect]]s, using an item (e.g. drawing back a [[Minecraft:bow]]), or certain blocks (such as [[Minecraft:cobweb]]s and [[Minecraft:soul sand]] | There are several ways to slow the player's movement, such as [[Minecraft:sneaking]], [[Minecraft:status effect]]s, using an item (e.g. drawing back a [[Minecraft:bow]]), or certain blocks (such as [[Minecraft:cobweb]]s and [[Minecraft:soul sand]]). In addition, moving diagonally decreases the player's speed on any given axis. This effect can be amplified by moving almost (but not exactly) along an axis, and by walking into an object, one can do this without changing their coordinate on the other axis. Note that due to trigonometric rounding errors,{{verify|Not 100% sure if this is actually what's going on}} extremely small angles do not cause the player to move as slowly as expected. The slowest form of movement without walking into objects ([[Minecraft:sneaking]] through [[Minecraft:cobweb]] over [[Minecraft:blue ice]] with [[Minecraft:Slowness]] VI while touching [[Minecraft:powder snow]] and drawing back a [[Minecraft:bow]]) becomes impossible at 2048 blocks, and coincidentally, the slowest form of movement achievable by walking into an object at a slight angle also becomes impossible at 128 blocks; as a result, both methods must be used to slow the player down if one wishes to observe this effect at lower coordinates. | ||
=== Jitter === | === Jitter === | ||
| Line 70: | Line 70: | ||
|X/Z ±2,048 (±2<sup>11</sup>) | |X/Z ±2,048 (±2<sup>11</sup>) | ||
| | | | ||
* Sneaking on blue ice with cobwebs and under the effect of Slowness | * Sneaking on blue ice with cobwebs and under the effect of Slowness III while using an item becomes impossible. | ||
|- | |- | ||
|X/Z ±4,096 (±2<sup>12</sup>) | |X/Z ±4,096 (±2<sup>12</sup>) | ||
| | | | ||
* Sneaking on blue ice with cobwebs while using an item becomes impossible. | * Sneaking on blue ice with cobwebs while using an item becomes impossible. | ||
|- | |- | ||
|X/Z ±16,384 (±2<sup>14</sup>) | |X/Z ±16,384 (±2<sup>14</sup>) | ||
| Line 112: | Line 108: | ||
* With [[Minecraft:Vibrant Visuals]], the outline box begins to distort. | * With [[Minecraft:Vibrant Visuals]], the outline box begins to distort. | ||
|} | |} | ||
== Medium effects (X/Z ±131,072 - 1,048,575) == | == Medium effects (X/Z ±131,072 - 1,048,575) == | ||
Eventually, some common forms of movement begin to glitch. In addition, blocks with detailed models begin to render incorrectly. | Eventually, some common forms of movement begin to glitch. In addition, blocks with detailed models begin to render incorrectly. | ||
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| X/Z ±131,072 (±2<sup>17</sup>) | | X/Z ±131,072 (±2<sup>17</sup>) | ||
| | | | ||
* Climbing up [[Minecraft:ladder]]s, [[Minecraft: | * Climbing up [[Minecraft:ladder]]s, [[Minecraft:vines]], [[Minecraft:twisting vines]], and [[Minecraft:weeping vines]] while sneaking is slightly slower than normal if climbing by walking against a block.<ref name="slowladder">{{bug|MCPE-102410||Climbing up ladders and vines while sneaking are slower after X/Z ±131,072}}</ref> | ||
* Sneaking diagonally starts to become jittery or bumpy. However, if the player is going full sneaking speed even without the [[Minecraft:Speed]] effect and the player is going really diagonally and does not have the [[Minecraft:Slowness]] effect, it's very hard to notice the bumps or jitter of it. | * Sneaking diagonally starts to become jittery or bumpy. However, if the player is going full sneaking speed even without the [[Minecraft:Speed]] effect and the player is going really diagonally and does not have the [[Minecraft:Slowness]] effect, it's very hard to notice the bumps or jitter of it. | ||
* Sneaking diagonally through [[Minecraft:cobweb]]s becomes impossible. | * Sneaking diagonally through [[Minecraft:cobweb]]s becomes impossible. | ||
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* Horizontal block rendering stops completely, leaving only vertical block rendering in its place, marking the start of the "Slice Lands".{{conjecture|tag=1}} Blocks whose sides are "concealed", such as naturally generated water, are completely invisible. | * Horizontal block rendering stops completely, leaving only vertical block rendering in its place, marking the start of the "Slice Lands".{{conjecture|tag=1}} Blocks whose sides are "concealed", such as naturally generated water, are completely invisible. | ||
** At this point, the slices are 4 blocks apart, but the gap widths double for every power of 2. | ** At this point, the slices are 4 blocks apart, but the gap widths double for every power of 2. | ||
** It has become difficult to place blocks from this point onward. The player must look at an existing block and extend it along an axis. The only way to place blocks without external tools is with [[Minecraft:structure blocks]]. | ** It has become difficult to place blocks from this point onward. The player must look at an existing block and extend it along an axis. The only way to place blocks without external tools is with [[Minecraft:structure blocks]] because block placement by commands stops at 30,000,000 blocks. | ||
** Past this point, blocks are now completely invisible on a [[Minecraft:flat world]] in some low-end and mid-end devices. | ** Past this point, blocks are now completely invisible on a [[Minecraft:flat world]] in some low-end and mid-end devices. | ||
* Block rendering essentially stops completely, causing the map to be blank from their outward in the Corner Slice Lands;<ref>{{ytl|wurHDkvIKhQ}}</ref> almost all blocks are rendered as one-dimensional, and are therefore impossible to see, although some particles emitted from specific blocks, like torches, could still indicate their presence. Only certain [[Minecraft:block entities]] and any normally visible [[Minecraft:water]] or [[Minecraft:lava]] side textures render in this area, which means that, due to the End having no water nor lava, it is almost completely invisible. | * Block rendering essentially stops completely, causing the map to be blank from their outward in the Corner Slice Lands;<ref>{{ytl|wurHDkvIKhQ}}</ref> almost all blocks are rendered as one-dimensional, and are therefore impossible to see, although some particles emitted from specific blocks, like torches, could still indicate their presence. Only certain [[Minecraft:block entities]] and any normally visible [[Minecraft:water]] or [[Minecraft:lava]] side textures render in this area, which means that, due to the End having no water nor lava, it is almost completely invisible. | ||
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Frozen Stripe Lands.jpg|A frozen ocean biome in the Stripe Lands | Frozen Stripe Lands.jpg|A frozen ocean biome in the Stripe Lands | ||
Stripe Lands Ruins.png|Underwater ruins in the Stripe Lands | Stripe Lands Ruins.png|Underwater ruins in the Stripe Lands | ||
Stripe Lands Mesa.png|Eroded badlands in the Stripe Lands | Stripe Lands Mesa.png|Eroded badlands in the Stripe Lands, surrounded by skygrid | ||
2022-09-10 (14).png|A high shot of the Stripe Lands | 2022-09-10 (14).png|A high shot of the Stripe Lands | ||
2022-06-23 (4).png|A cave in the Stripe Lands | 2022-06-23 (4).png|A cave in the Stripe Lands | ||
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2022-06-23 (16).png|Terrain failing in the Corner Stripe Lands | 2022-06-23 (16).png|Terrain failing in the Corner Stripe Lands | ||
Image4.png|The monolith-like terrain bug in the Stripe Lands | Image4.png|The monolith-like terrain bug in the Stripe Lands | ||
Nether dot chunk.png|The Corner Stripe Lands in the Nether | Nether dot chunk.png|The Corner Stripe Lands in the Nether prior to 1.17.30 | ||
Speed horse past 16,777,216.mp4|A player riding a horse past ±16,777,216, which does not fall through the world | Speed horse past 16,777,216.mp4|A player riding a horse past ±16,777,216, which does not fall through the world | ||
Stripe Lands in Editor.png|Stripe Lands in ''[[Minecraft:Bedrock Editor]]'', notice a map matching with stripes | Stripe Lands in Editor.png|Stripe Lands in ''[[Minecraft:Bedrock Editor]]'', notice a map matching with stripes | ||
Latest revision as of 11:03, 11 October 2026
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For the {{{Description}}} of the same name, see [[{{{Destination}}}]]. |
Template:Exclusive As the player travels far from the world's origin in Template:BE, things begin to break or the world starts to behave abnormally and become distorted. This is mostly caused by precision loss of the 32-bit floating point numbers used for location, which dedicates only 23 bits to the fraction; thus, for any position between n and 2n, where n is a power of 2, the precision error makes the world (including blocks and entities) offset by Template:Frac blocks, or Template:Frac block pixels. For example, between X/Z ±16,777,216 and 33,554,432, coordinates of all entities are multiples of 2, and only blocks at these coordinates can be rendered; blocks not at these values visually snap to them.
There are a few effects that appear at coordinates other than powers of two, which are shaded in blue on this page. Furthermore, the game defines some intended horizontal and vertical limits for gameplay, such as teleporting being limited to X/Y/Z ±30,000,000. See Minecraft:World boundary for information on these limits.
General effects
Some effects can occur at any distance but gradually worsen as the coordinates increase. Template:BE uses 32-bit floating points for many of its calculations, such as the player's position, as opposed to Template:JE, which uses 64-bit floating points. A 32-bit floating point uses 23 of these bits for precision (the other 9 are used for the sign and the order of magnitude). Thus, there are 223 (8,388,608) possible positions for any given order of magnitude. For example, there are 8,388,608 possible positions between 1 and 2, each Template:Frac apart, but there are also 8,388,608 possible positions between 8,388,608 and 16,777,216, each a full block apart. In general, between 2n and 2n+1, the valid positions are 2n−23 apart. At higher coordinates, the valid positions are farther apart, so the position is less precise. This principle has several implications.
Block rendering errors
Various blocks are rendered as partial blocks, and the game uses 32-bit floating points to calculate the corners. At high coordinates, these coordinates become offset, causing the block to render incorrectly. Blocks with more detailed models usually become glitched at lower coordinates. A few blocks start to render incorrectly at a relatively low 131,072 blocks, while full blocks continue to render correctly past 8,388,608 blocks up to X/Z ±16,777,216, farther out than most partial blocks.
Terrain generation errors
Many Minecraft:mountain biomes gradually stop generating at around X/Z ±2,812,332, generating monoliths instead. On Windows, the terrain generation of Minecraft:the End begins to generate incorrectly beyond X/Z >±9,991,500 (the exact starting position varies slightly depending on the seed), and the outer islands will be filled to almost solid. After 1.18 the terrain generation in the Nether and Overworld start to generate incorrectly beyond X/Z ±67,108,864 (±226) where it seems stretched and this effect doubles at every power of 2 beyond this point.
Slow movement becomes impossible
For an entity to move, it advances a certain distance each tick. At slow speeds or high coordinates, the increase in distance per tick is so little that when rounding to the nearest valid position, the entity is placed at its original position, so it essentially does not move at all. More specifically, between 2n and 2n+1, an entity's speed is rounded to the nearest multiple of 20×2n−23, so it must move at least 10×2n−23 to actually be considered moving.
There are several ways to slow the player's movement, such as Minecraft:sneaking, Minecraft:status effects, using an item (e.g. drawing back a Minecraft:bow), or certain blocks (such as Minecraft:cobwebs and Minecraft:soul sand). In addition, moving diagonally decreases the player's speed on any given axis. This effect can be amplified by moving almost (but not exactly) along an axis, and by walking into an object, one can do this without changing their coordinate on the other axis. Note that due to trigonometric rounding errors,Template:Verify extremely small angles do not cause the player to move as slowly as expected. The slowest form of movement without walking into objects (Minecraft:sneaking through Minecraft:cobweb over Minecraft:blue ice with Minecraft:Slowness VI while touching Minecraft:powder snow and drawing back a Minecraft:bow) becomes impossible at 2048 blocks, and coincidentally, the slowest form of movement achievable by walking into an object at a slight angle also becomes impossible at 128 blocks; as a result, both methods must be used to slow the player down if one wishes to observe this effect at lower coordinates.
Jitter
The game normally runs at 60 frames per second, so when the player moves, the game must calculate the camera position on the intermediate frames between ticks. This is normally not an issue, but if the player is moving close to the slowest possible speed, the camera position on intermediate frames becomes distorted, the game starts to jitter and cause delay movements.
Eventually, the slow speed and precision errors reach a point where the player advances by only one valid position per tick, forcing that the game to render the intermediate frames at exactly the starting or ending position. As a result, the camera moves as though the game ran at 20 frames per second instead of 60.
Since slower speeds become jittery at lower coordinates, it is impossible to say exactly where jitter "starts", as it is an effect that gradually becomes more severe as the player moves further away from the center of the world. However, jittering at regular walking speed becomes obvious at or beyond X/Z ±524,288.
Falling through the world
At extreme coordinates, small entity hitboxes shrink to a width of 0, and such entities can fall through the edges of solid blocks. For example, if an entity smaller than Template:Frac blocks exceeds coordinate X/Z ±2,097,152 (±221), its position is rounded to the nearest quarter. Since its hitbox extends less than Template:Frac from a valid position in each direction, both sides of the hitbox are rounded to the same position, so the apparent hitbox size is 0.
In addition, it is possible to manipulate hitboxes and fall through the world at much lower coordinates. While the positions of the centers of entities are stored in NBT, the positions of the individual hitbox corners are stored in memory. If the player is crossing a power of 2, these corners may move at different speeds, if they are affected differently by floating-point precision errors, thus changing the hitbox size. The hitbox size resets to 0.6 in certain situations, including:Template:Info needed
- Exiting and reloading the world.
- Using the Template:Cmd command.
- Switching between Minecraft:walking, Minecraft:sneaking, Minecraft:crawling, Minecraft:swimming, and Minecraft:gliding positions.
- Teleporting using Minecraft:ender pearls or Minecraft:chorus fruit.
Again, if the player's hitbox size shrinks to 0, it becomes possible to fall through the edges of blocks and into the void.<ref>Template:Bug</ref> Conversely, it is possible to stretch one's hitbox to several blocks wide.<ref>Template:Ytl</ref>
Minor effects (X/Z 0 - ±131,071)
Template:Info needed section Minor movement effects occurs here; no block distortion occurs here.<ref>Template:Bug</ref>
| Coordinates | Effects |
|---|---|
| X/Z ±1 (±20) |
|
| X/Z ±128 (±27) |
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| X/Z ±256 (±28) |
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| X/Z ±512 (±29) |
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| X/Z ±1,024 (±210) |
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| X/Z ±2,048 (±211) |
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| X/Z ±4,096 (±212) |
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| X/Z ±16,384 (±214) |
|
| Between X/Z ±≈19,188 and ±≈19,200 |
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| X/Z ±32,768 (±215) |
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| Between X/Z ±≈40,960 and ±≈44,036 |
|
| X/Z ±65,536 (±216) |
|
Medium effects (X/Z ±131,072 - 1,048,575)
Eventually, some common forms of movement begin to glitch. In addition, blocks with detailed models begin to render incorrectly.
| Coordinates | Effects |
|---|---|
| X/Z ±131,072 (±217) |
|
| X/Z ±262,144 (±218) |
|
| X/Z ±524,288 (±219) |
|
Major effects (X/Z ±1,048,576 - 16,777,215)
Template:Info needed section Blocks are rendered based on their corners, whose coordinates are 32-bit floating point numbers. Generally, these are multiples of Template:Frac. Thus, most blocks render normally as long the floating points are precise to the nearest sixteenth. This breaks at X/Z ±1,048,576 (±220), and many partial blocks continue to render incorrectly as the coordinates go even farther out.<ref>Template:Bug</ref>
When Minecraft:RTX (ray tracing) is enabled, the lighting is unaffected by floating-point precision errors, even though the block shapes themselves are incorrect.<ref>Template:Ytl</ref>
Many commonly-used forms of movement, such as sneaking and walking, becomes difficult or even impossible, with severe jittery. It becomes harder to stand on blocks and easier to fall through the world. In addition, the terrain starts to break down following the table.
| Coordinates | Effects |
|---|---|
| X/Z ±1,048,576 (±220) |
|
| X/Z ±2,097,152 (±221) |
|
| X/Z ±2,812,333 |
|
| X/Z ±4,194,304<ref>Template:Bug</ref> (±222) |
|
| X/Z ±8,388,608 (±223) |
|
Game-breaking effects (X/Z ≥±16,777,216)
Template:Info needed section Here, the rendering fundamentally breaks down to the point where Minecraft:blocks are no longer visible. The minimum speed for moving gradually increases, up to the point that regular Creative mode flying is no longer possible, and the player is limited to flying with Minecraft:elytra and a Minecraft:Riptide trident, or a glitch where the speed from Minecraft:Soul Speed is infinitely applied to Creative mode flying.
At extreme coordinates near the integer limit, the game crashes.
| Coordinates | Effects |
|---|---|
| X/Z ±16,777,216<ref>Template:Bug</ref> (±224) |
|
| X/Z ±33,554,432 (±225) |
|
| X/Z ±67,108,864 (±226) |
|
| X/Z ±134,217,728 (±227) |
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| X/Z ±268,435,456 (±228) |
|
| X/Z ±536,870,912 (±229) |
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| X/Z ±1,073,741,824 (±230) |
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| X/Z ±2,147,483,647 (±231−1) |
|
Beyond the 32-bit limit
These distances are practically not reachable since the game runs on 32-bit integers, and therefore all effects are theoretical. Every power of two in coordinates, the visual gaps double in width, and the minimum movements speed doubles.
| Coordinates | Effects |
|---|---|
| X/Z ±2,147,483,648 (±231) |
|
| X/Z ±4,294,967,296 (±232) |
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| X/Z ±34,359,738,368 (±235) |
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| X/Z ±281,474,976,710,656 (±248) |
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| X/Z ±53,905,378,846,979,748 (±Template:Frac) |
|
| X/Z ±9,223,372,036,854,775,807 (±263−1) |
|
| X/Z ±~3.4028237e+38 or ±~3.4028237×1038 (±2128) |
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| X/Z ±~1.7976931e+308 or ±~1.7976931×10308 (±21024) |
|
Stripe Lands
The "Stripe Lands" are an artifact of the game's rendering and block hitbox calculation, rather than a quirk relating directly to terrain generation.<ref name="StripeLands">Template:Reddit</ref> The Stripe Lands start at X/Z ±16,777,216. They exist because coordinates are off by up to a full block, causing the blocks themselves (not just their corners) to appear in the wrong places.
As it can be difficult to use Minecraft:Creative mode flight to move here, using elytra propelled with either a Minecraft:Riptide trident or Minecraft:firework rockets allows the user to easily move through this region. A Minecraft:spear enchanted with Minecraft:Lunge III is very useful for more precise movement, due to it moving the player to the next valid position.
Past X/Z ±33,554,432, all blocks are rendered as two-dimensional, and the gap between valid blocks doubles to 1 out of four, which makes horizontal block rendering stop completely, marking the "Slice Lands". This gap doubles again at every power of 2 and reaches 128 blocks wide at X/Z: ±1,073,741,824. This is the widest the gaps can be since the game crashes near X/Z: ±2,147,483,648.
Vertical effects
Template:Missing information Like the X and Z axis, the game breaks at excessive Y coordinates. Since blocks cannot be placed at Minecraft:altitudes higher than Y=128 in the Nether and the End, or Y=320 in the Overworld, block rendering glitches are inaccessible, but many forms of vertical entity movement becoming impossible and other effects are accessible. Additionally it's impossible to shrink the player's vertical hitbox to 0, since there is no form of vertical movement that's slow enough to become impossible within these coordinates.
Vertical effects are not encounterable in the Nether or the Minecraft:void below any dimension in Minecraft:Survival mode, because a Minecraft:bedrock barrier prevents all entities from entering the void without using glitches. Furthermore, a barrier from Minecraft:invisible bedrock stops all entities at Y=−40 in the Nether and the End or Y=−104 in the Overworld, while taking Template:Hp damage every half second (except players in Minecraft:Creative mode). Beyond this entities can move only vertically using the "fall through the world" glitch past ±8,388,608, or teleporting below the barrier.
| Coordinates | Effects |
|---|---|
| Y ±65,536 (±216) |
|
| Y ±131,072 (±217) |
|
| Y ±262,144 (±218) |
|
| Y ±524,288 (±219) |
|
| Y ±1,048,576 (±220) |
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| Y ±2,097,152 (±221) |
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| Y ±4,194,304 (±222) |
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| Y ±8,388,608 (±223) |
|
| Y ±16,777,216 (±224) |
|
| Y ±33,554,432 (±225) |
|
| Y ±67,108,864 (±226) |
|
| Y ±134,217,728 (±227) |
|
| Y ±268,435,456 (±228) |
|
| Y ±536,870,912 (±229) |
|
| Y ±1,073,741,824 (±230) |
|
| Y ±2,147,483,647 (±231−1) |
|
| Y ±9,223,372,036,854,775,807 (±263−1) |
|
| Y ±~3.4028237e+38 or ±~3.4028237×1038 (±2128) |
|
| Y ±~1.7976931e+308 or ±~1.7976931×10308 (±21024) |
|
History
Gallery
Below 131,072
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The screen flickers when at the edge of the powder snow past X/Z ±32,768.
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Outline boxes are distorted using Minecraft:Vibrant Visuals past X/Z ±65,536.
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Black particles happen at every power of 2 starting around Y ±65,536.
131,072 - 1,048,575
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Tripwire hooks appear distorted past X/Z ±131,072, with noticeable curvy lines.
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Lever handles appear distorted past X/Z ±131,072, with slight curvy lines.
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Lecterns appear distorted past X/Z ±131,072, slightly stretched to full blocks.
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The top part of the metal hook is thin and further distorted after X/Z ±262,144.
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Inner part of item frames becomes 2D after X/Z ±524,288.
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Top part of candles rendering incorrectly beyond X/Z ±524,288.
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Paintings turn black beyond X/Z ±524,288.
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Paintings are pushed half a pixel into the block beyond X/Z ±524,288.
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Metal hook of tripwire hooks are thin beyond X/Z ±524,288.
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Item frames become inaccurate beyond ±524,288 X/Z.
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Paintings positioned on the Z axis no longer render correctly beyond ±524,288 X/Z.
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Candle tips no longer render correctly beyond ±524,288 X/Z.
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Jitter is easily noticeable beyond X/Z ±524,288.
1,048,576 - 16,777,215
Terrain breakdown
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Terrain failing to generate correctly beyond X/Z ±2,812,333, exposing Minecraft:aquifers to the surface
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Disappearing mountain biomes and exposed lava lake
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Another landscape
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An ancient city exposed by the generation failing
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A woodland mansion and pillager outpost generating in the failed terrain
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Terrain failing near the Stripe Lands
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The edge of the terrain breakdown
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The starting point of the End terrain malfunction
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Terrain in a corner
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Overhead view
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End terrain malfunction near the Stripe Lands
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Minecraft:Monolith-like structures generating beyond X/Z ±2,812,333
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At exactly 2,812,333 blocks on mobile
Other effects
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Tripwire hook becomes thick beyond ±1,048,576.
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Firefly bushes are slightly wider beyond ±1,048,576.
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Torches become 2D or invisible after ±1,048,576.
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Blocks, entities, and items glitching after ±1,048,576
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Render of a tripwire hook beyond ±1,048,576 in one direction
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Render of a torch beyond ±1,048,576 in one direction
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Tripwire hook base becomes flat and metal thin again shaped like highway streetlights beyond ±2,097,152.
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Fence gate texture renders flat after ±2,097,152.
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Fence post renders invisible in a pillager outpost beyond ±2,097,152.
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Render of a tripwire hook beyond ±2,097,152 in one direction
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Render of a tripwire hook beyond ±2,097,152 in both directions
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Tripwire metal becomes 2D beyond ±4,194,304.
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An Minecraft:End portal frame containing an Minecraft:eye of ender placed beyond ±4,194,304
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Redstone posted beyond ±4,194,304 blocks. Redstone lines are completely invisible and the rest of redstone renders incorrectly (one of the crosses is connected to four lines).
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Redstone placed beyond ±8,388,608 blocks. Unlike the similar historical redstone model issue on Java Edition, redstone lines are stretched to a full block in both directions.
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A cave generated beyond ±8,388,608, with serrated-looking edge walls in front and the perfect holes in the back
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A badlands biome beyond ±8,388,608, with noticeably distorted terracotta strata
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Fences after ±8,388,608 (left) and before (right)
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At exactly 8,388,608 blocks, where flowers become 2-dimensional.
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Stonecutter blades duplicate on the edge after ±8,388,608.
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Tripwire hooks become completely distorted, one stretched to a full block without the metal part, one becomes 2D and the metal part becomes invisible beyond ±8,388,608.
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Minecraft:Canyons generate more blocky beyond ±8,388,608.
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Render of a chain beyond ±8,388,608 in one direction
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Render of a chain beyond ±8,388,608 in both directions
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The piston head Z-fighting with the piston brain
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Cacti incorrectly render as full blocks, with gaps at the edges.
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Cauldron and composter have completely flat walls.
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Beyond some point crops become 2D on each sideTemplate:Info needed
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Some blocks, including the Minecraft:shelf, are stretched or rendered incorrectly.
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Fence texture renders flat.
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Leads zig zag beyond X/Z ±1,048,576.
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Pointed dripstone beyond X/Z ±8,388,608
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Shadows appears blocky past X/Z ±8,388,608.
16,777,216 - 2,147,483,647
Stripe Lands
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The first screenshot posted of the Stripe Lands, by Minecraft:Tommaso Checchi, at 32,000,000<ref>Template:Tweet</ref>
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The start of the Stripe Lands at ±16,777,216
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A high shot of a village near the Stripe Lands
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A frozen ocean biome in the Stripe Lands
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Underwater ruins in the Stripe Lands
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Eroded badlands in the Stripe Lands, surrounded by skygrid
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A high shot of the Stripe Lands
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A cave in the Stripe Lands
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A pillager outpost in the Stripe Lands with failed terrain
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The Stripe Lands in a flat world
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The start of the Corner Stripe Lands
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The Corner Stripe Lands
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A badlands biome beyond ±16,777,216, featuring even more distorted terracotta strata
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A Minecraft:windswept gravelly hills biome beyond ±16,777,216
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Terrain failing in the Stripe Lands
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Terrain failing in the Corner Stripe Lands
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The monolith-like terrain bug in the Stripe Lands
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The Corner Stripe Lands in the Nether prior to 1.17.30
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A player riding a horse past ±16,777,216, which does not fall through the world
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Stripe Lands in Minecraft:Bedrock Editor, notice a map matching with stripes
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Terrain breakdown and Stripe Lands in Bedrock Editor
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The Stripe Lands captured Template:In
Slice Lands
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Water in Stripe Lands and Slice Lands
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The boundary area in the form of Slice Lands and Stripe Lands
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Blocks become invisible after ±33,554,432 in Minecraft:flat worlds.
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The Stripe and Slice Lands using Minecraft:Vibrant Visuals
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The start of the Corner Slice Lands
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Woodland mansion in the Corner Slice Lands
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Block entities rendering in the Corner Slice Lands
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Water rendering in the Corner Slice Lands
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The beginning of the Slice Lands in modern versions of Bedrock Edition
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The beginning of the Slice Lands in a Minecraft:forest
Beyond the Slice Lands
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The world beyond ±67,108,864, with a distance of eight blocks between rendered sections
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The world beyond ±134,217,728, with a distance of 1 chunk between rendered sections
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The world beyond ±268,435,456, with a distance of two chunks between rendered sections
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The world beyond ±536,870,912, with a distance of four chunks between rendered sections. A large area in front of the player is completely invisible, presumably due to the fructum culling losing precision.
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The world beyond X/Z ±1,073,741,824, with a distance of eight chunks between rendered sections
References
Minecraft:ja:距離効果/Bedrock Edition Minecraft:pt:Efeitos de distância da Edição Bedrock Minecraft:zh:距离现象/基岩版