Minecraft:Bedrock Edition distance effects: Difference between revisions
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{{About|the effects caused by the 32-bit float precision loss|other uses|Distance effects}} | {{About|the effects caused by the 32-bit float precision loss|other uses|Distance effects}} | ||
{{Exclusive|Bedrock}} | {{MC/Exclusive|Bedrock}} | ||
As the player travels far from the world's origin in {{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 {{frac|''n''|8388608}} blocks, or {{frac|''n''|524288}} block pixels. For example, between X/Z ±16,777,216 and X/Z ±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. | As the player travels far from the world's origin in {{MC/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 {{frac|''n''|8388608}} blocks, or {{frac|''n''|524288}} block pixels. For example, between X/Z ±16,777,216 and X/Z ±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 World boundary for information on these limits. | 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 World boundary for information on these limits. | ||
[[File:Bedrock Edition hard limits map.png|thumb|right|Map of other distance effects (dramatically not to scale). The Corner Slice Lands still have a [[bedrock]] ocean, despite the rendering effectively stopping due to one-dimensional terrain generation.]] | [[File:Bedrock Edition hard limits map.png|thumb|right|Map of other distance effects (dramatically not to scale). The Corner Slice Lands still have a [[bedrock]] ocean, despite the rendering effectively stopping due to one-dimensional terrain generation.]] | ||
== General effects == | == General effects == | ||
Some effects can occur at any distance but gradually worsen as the coordinates increase. {{BE}} uses 32-bit floating points for many of its calculations, such as the player's position, as opposed to {{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 2<sup>23</sup> (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 {{frac|1|8,388,608}} 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 2<sup>''n''</sup> and 2<sup>''n''+1</sup>, the valid positions are 2<sup>''n''-23</sup> apart. At higher coordinates, the valid positions are farther apart, so the position is less precise. This principle has several implications. | Some effects can occur at any distance but gradually worsen as the coordinates increase. {{MC/BE}} uses 32-bit floating points for many of its calculations, such as the player's position, as opposed to {{MC/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 2<sup>23</sup> (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 {{frac|1|8,388,608}} 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 2<sup>''n''</sup> and 2<sup>''n''+1</sup>, the valid positions are 2<sup>''n''-23</sup> apart. At higher coordinates, the valid positions are farther apart, so the position is less precise. This principle has several implications. | ||
=== Block rendering errors === | === Block rendering errors === | ||
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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 sneaking, status effects, using an item (e.g. drawing back a [[Minecraft:bow]]), or certain blocks (such as [[Minecraft:cobweb]]s and soul sands). 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,{{ | There are several ways to slow the player's movement, such as sneaking, status effects, using an item (e.g. drawing back a [[Minecraft:bow]]), or certain blocks (such as [[Minecraft:cobweb]]s and soul sands). 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,{{MC/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 (sneaking through [[Minecraft:cobweb]] over blue ice with Slowness VI while touching 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 === | ||
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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 {{frac|1|4}} blocks exceeds coordinate 2,097,152, its position is rounded to the nearest quarter. Since its hitbox extends less than {{frac|1|8}} 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. | 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 {{frac|1|4}} blocks exceeds coordinate 2,097,152, its position is rounded to the nearest quarter. Since its hitbox extends less than {{frac|1|8}} 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:{{ | 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:{{MC/Info needed|Complete list?}} | ||
* Exiting and reloading the world. | * Exiting and reloading the world. | ||
* Using the {{ | * Using the {{MC/Cmd|tp}} command. | ||
* Switching between walking, sneaking, crawling, swimming, and gliding positions. | * Switching between walking, sneaking, crawling, swimming, and gliding positions. | ||
* Teleporting using ender pearls or chorus fruit. | * Teleporting using ender pearls or 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>{{bug|MCPE-39299}}</ref> Conversely, it is possible to stretch one's hitbox to several blocks wide.<ref>{{ | 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>{{bug|MCPE-39299}}</ref> Conversely, it is possible to stretch one's hitbox to several blocks wide.<ref>{{MC/Ytl|q3BvjYdqM0g}}</ref> | ||
== Minor effects (X/Z ±0–131,071) == | == Minor effects (X/Z ±0–131,071) == | ||
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|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{{MC/Verify|what level?}} while using an item becomes impossible. | ||
|- | |- | ||
|X/Z ±4,096 (±2<sup>12</sup>) | |X/Z ±4,096 (±2<sup>12</sup>) | ||
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|X/Z ±8,192 (±2<sup>13</sup>) | |X/Z ±8,192 (±2<sup>13</sup>) | ||
| | | | ||
* Cobwebs become 1 block wide instead of 0.998.{{ | * Cobwebs become 1 block wide instead of 0.998.{{MC/Verify|Not 100% sure if this is actually what's going on}} | ||
|- | |- | ||
|X/Z ±16,384 (±2<sup>14</sup>) | |X/Z ±16,384 (±2<sup>14</sup>) | ||
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== Major effects (X/Z ±1,048,576–16,777,215) == | == Major effects (X/Z ±1,048,576–16,777,215) == | ||
{{ | {{MC/Info needed section|the following features and effects: | ||
* Leads | * Leads | ||
* Cave generation | * Cave generation | ||
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Blocks are rendered based on their corners, whose coordinates are 32-bit floating point numbers. Generally, these are multiples of {{frac|1|16}}. Thus, most blocks render normally as long the floating points are precise to the nearest sixteenth. This breaks at X/Z ±1,048,576 (2<sup>20</sup>), and many partial blocks continue to render incorrectly as the coordinates go even farther out.<ref>{{bug|MCPE-102351||Rendering error beyond X/Z ±1,048,576}}</ref> | Blocks are rendered based on their corners, whose coordinates are 32-bit floating point numbers. Generally, these are multiples of {{frac|1|16}}. Thus, most blocks render normally as long the floating points are precise to the nearest sixteenth. This breaks at X/Z ±1,048,576 (2<sup>20</sup>), and many partial blocks continue to render incorrectly as the coordinates go even farther out.<ref>{{bug|MCPE-102351||Rendering error beyond X/Z ±1,048,576}}</ref> | ||
When RTX (ray tracing) is enabled, the lighting is unaffected by floating-point precision errors, even though the block shapes themselves are incorrect.<ref>{{ | When RTX (ray tracing) is enabled, the lighting is unaffected by floating-point precision errors, even though the block shapes themselves are incorrect.<ref>{{MC/Ytl|-CWqHjVdQXo|t=19s}}</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. | 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. | ||
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* Terrain generation partially breaks down at this point. Certain sections of land do not generate any terrain whatsoever, leaving behind aquifers, generated structures, the [[Minecraft:lava]] that replaces all air below Y=-56, and the [[Minecraft:bedrock]] layer. Scattered monolith-like strips of land that extend up to approximately Y=250 can also be seen in these areas, monoliths occur only at negative/positive X or negative/positive Z coordinates. These terrain generation breakdowns most often occur in areas that contain mountain biomes.<ref>{{bug|MCPE-146021||Mountains won't generate higher in high distances, instead it generates a deep, glitched hole that sometimes generates aquifers|Won't Fix}}</ref> | * Terrain generation partially breaks down at this point. Certain sections of land do not generate any terrain whatsoever, leaving behind aquifers, generated structures, the [[Minecraft:lava]] that replaces all air below Y=-56, and the [[Minecraft:bedrock]] layer. Scattered monolith-like strips of land that extend up to approximately Y=250 can also be seen in these areas, monoliths occur only at negative/positive X or negative/positive Z coordinates. These terrain generation breakdowns most often occur in areas that contain mountain biomes.<ref>{{bug|MCPE-146021||Mountains won't generate higher in high distances, instead it generates a deep, glitched hole that sometimes generates aquifers|Won't Fix}}</ref> | ||
* Depending on what platform/console that player is on, these terrain breakdowns differ between terrain-less areas and monolith-like strips. For example, on PlayStation, these breakdowns result in monolith-like strips of land, while on Xbox, they do not generate any terrain at all. On Nintendo Switch, the breakdown does not happen at all and on Windows and mobile it could be both, but the terrain never generates normally past this limit on Windows and mobile.{{More information needed|What about Realms?}} | * Depending on what platform/console that player is on, these terrain breakdowns differ between terrain-less areas and monolith-like strips. For example, on PlayStation, these breakdowns result in monolith-like strips of land, while on Xbox, they do not generate any terrain at all. On Nintendo Switch, the breakdown does not happen at all and on Windows and mobile it could be both, but the terrain never generates normally past this limit on Windows and mobile.{{MC/More information needed|What about Realms?}} | ||
* On Xbox, when loading up some worlds made in previous versions, there is a chance of seeing chunks entirely filled with water in these terrain-less areas, replacing any chunk that had no terrain generated within it. These "water chunks" do not affect what was previously generated there, and simply fill the chunk with water up to approximately Y=64. These chunks can also be either partially frozen or completely frozen into chunks full of ice depending on their location. They do not generate outside of the terrain-less areas. On some occasions, these chunks can have small parts of land inside of them. | * On Xbox, when loading up some worlds made in previous versions, there is a chance of seeing chunks entirely filled with water in these terrain-less areas, replacing any chunk that had no terrain generated within it. These "water chunks" do not affect what was previously generated there, and simply fill the chunk with water up to approximately Y=64. These chunks can also be either partially frozen or completely frozen into chunks full of ice depending on their location. They do not generate outside of the terrain-less areas. On some occasions, these chunks can have small parts of land inside of them. | ||
* The cause for these water chunks is unknown, and only one player so far is known to have witnessed this. | * The cause for these water chunks is unknown, and only one player so far is known to have witnessed this. | ||
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* All stages of amethyst buds are stretched to a full block. | * All stages of amethyst buds are stretched to a full block. | ||
* [[Minecraft:Door]]s and open [[Minecraft:trapdoor]]s render completely flat. | * [[Minecraft:Door]]s and open [[Minecraft:trapdoor]]s render completely flat. | ||
* The floating point precision loss causes at least half of the valid coordinates to be considered "invalid", making it very hard to stand on blocks and easy to fall through the world beyond this point.<ref>{{ | * The floating point precision loss causes at least half of the valid coordinates to be considered "invalid", making it very hard to stand on blocks and easy to fall through the world beyond this point.<ref>{{MC/Ytl|tyDxEOoHMgg}}</ref> | ||
* The stems of both big dripleaves and small dripleaves become two-dimensional. | * The stems of both big dripleaves and small dripleaves become two-dimensional. | ||
* Eyes of ender placed inside End portal frames are stretched to cover the entire block. | * Eyes of ender placed inside End portal frames are stretched to cover the entire block. | ||
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== Game-breaking effects (X/Z ≥±16,777,216) == | == Game-breaking effects (X/Z ≥±16,777,216) == | ||
{{ | {{MC/Info needed section|*Notable effects beyond the 32-bit limit (X/Z ≥2,147,483,648) and the 128-bit limit. | ||
*''Bedrock Editor'' beyond X/Z ≥33,554,432.}} | *''Bedrock Editor'' beyond X/Z ≥33,554,432.}} | ||
Here, the rendering fundamentally breaks down to the point where 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 Riptide trident, or a glitch where the speed from Soul Speed is infinitely applied to Creative mode flying. | Here, the rendering fundamentally breaks down to the point where 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 Riptide trident, or a glitch where the speed from Soul Speed is infinitely applied to Creative mode flying. | ||
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| X/Z ±16,777,216<ref>{{bug|MCPE-11418||Weird behavior at high X/Z coordinates ("far lands").|WAI}}</ref> (±2<sup>24</sup>) | | X/Z ±16,777,216<ref>{{bug|MCPE-11418||Weird behavior at high X/Z coordinates ("far lands").|WAI}}</ref> (±2<sup>24</sup>) | ||
| | | | ||
* The floating point precision errors cause only blocks with even coordinates not divisible by 4 to render, and are stretched to 2 blocks wide. Blocks at other coordinates are rounded to the nearest multiple of 4 and render 2 dimensional. Blocks render only if they are "exposed" to air or another see-through block. This phenomenon is known as the "Stripe Lands".{{Conjecture|tag=1}} In the "Corner Stripe Lands" where both coordinates exceed this value, blocks with both coordinates 2 mod 4 render double length and double width, blocks with 1 such coordinate render 2D and double length, and blocks with no such coordinate render 1D (thus, the block is completely invisible unless the player is inside it). | * The floating point precision errors cause only blocks with even coordinates not divisible by 4 to render, and are stretched to 2 blocks wide. Blocks at other coordinates are rounded to the nearest multiple of 4 and render 2 dimensional. Blocks render only if they are "exposed" to air or another see-through block. This phenomenon is known as the "Stripe Lands".{{MC/Conjecture|tag=1}} In the "Corner Stripe Lands" where both coordinates exceed this value, blocks with both coordinates 2 mod 4 render double length and double width, blocks with 1 such coordinate render 2D and double length, and blocks with no such coordinate render 1D (thus, the block is completely invisible unless the player is inside it). | ||
** This does not impact the way maps are rendered. | ** This does not impact the way maps are rendered. | ||
** If the player manages to set their coordinate to an odd number or move into any area not rendered, they get stuck in a glitched position, unable to move the camera view properly, or move in any direction. | ** If the player manages to set their coordinate to an odd number or move into any area not rendered, they get stuck in a glitched position, unable to move the camera view properly, or move in any direction. | ||
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| X/Z ±33,554,432 (±2<sup>25</sup>) | | X/Z ±33,554,432 (±2<sup>25</sup>) | ||
| | | | ||
* Horizontal block rendering stops completely, leaving only vertical block rendering in its place, marking the start of the "Slice Lands".{{ | * Horizontal block rendering stops completely, leaving only vertical block rendering in its place, marking the start of the "Slice Lands".{{MC/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 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 structure blocks. | ||
** Past this point, blocks are now completely invisible on a flat world in some low-end and mid-end devices. | ** Past this point, blocks are now completely invisible on a 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>{{ | * Block rendering essentially stops completely, causing the map to be blank from their outward in the Corner Slice Lands;<ref>{{MC/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 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. | ||
* [[Minecraft:Water]] can be viewed only from the side, and becomes completely non-solid. | * [[Minecraft:Water]] can be viewed only from the side, and becomes completely non-solid. | ||
* The minimum movement speed is increased to 40 blocks per second, meaning that thrown ender pearls no longer work. Teleportation is now possible only by chorus fruit because teleportation by commands stops at 30,000,000 blocks. Elytra either require a steep angle or a Riptide trident in rain to propel the player. Thrown [[Minecraft:trident]]s, [[Minecraft:arrow]]s shot from [[Minecraft:bow]]s or [[Minecraft:crossbow]]s and ender dragons are the only other entities that can move horizontally beyond this point, other than the player. Ghasts can no longer move horizontally either, but they do remain airborne without ever falling into the void, while moving vertically. | * The minimum movement speed is increased to 40 blocks per second, meaning that thrown ender pearls no longer work. Teleportation is now possible only by chorus fruit because teleportation by commands stops at 30,000,000 blocks. Elytra either require a steep angle or a Riptide trident in rain to propel the player. Thrown [[Minecraft:trident]]s, [[Minecraft:arrow]]s shot from [[Minecraft:bow]]s or [[Minecraft:crossbow]]s and ender dragons are the only other entities that can move horizontally beyond this point, other than the player. Ghasts can no longer move horizontally either, but they do remain airborne without ever falling into the void, while moving vertically. | ||
* To move, the player must glide with elytra at a downward angle of approximately 45 degrees, or use Riptide. Note that because the player is not considered to be "in water", Riptide can be activated only by rain. | * To move, the player must glide with elytra at a downward angle of approximately 45 degrees, or use Riptide. Note that because the player is not considered to be "in water", Riptide can be activated only by rain. | ||
* Another way of moving is by sprint-flying over [[Minecraft:Soul Sand|soul sand]] while wearing Soul Speed boots in Creative or Spectator mode, which causes the speed boost to be added to the speed of sprint-flying. | * Another way of moving is by sprint-flying over [[Minecraft:Soul Sand|soul sand]] while wearing Soul Speed boots in Creative or Spectator mode, which causes the speed boost to be added to the speed of sprint-flying. | ||
* When one uses external tools to teleport past X/Z ±33,554,432, the chunks might not load, meaning that the player becomes immobile and the terrain becomes invisible.{{ | * When one uses external tools to teleport past X/Z ±33,554,432, the chunks might not load, meaning that the player becomes immobile and the terrain becomes invisible.{{MC/Verify}} | ||
*On some low-end and mid-end devices, the world does not render anymore, and if the player teleports back to X/Z 0, the player can't interact with the world anymore and has to relog. This can be fixed by reloading the world and teleporting back to near X/Z 30,000,000 and teleport back to X/Z 0. | *On some low-end and mid-end devices, the world does not render anymore, and if the player teleports back to X/Z 0, the player can't interact with the world anymore and has to relog. This can be fixed by reloading the world and teleporting back to near X/Z 30,000,000 and teleport back to X/Z 0. | ||
*If the player tries to load into the world on some low-end and mid-end devices, beyond this point, it crashes, which prevents the world from being played on without editing the coordinates of the player or the spawn point with an NBT editor. | *If the player tries to load into the world on some low-end and mid-end devices, beyond this point, it crashes, which prevents the world from being played on without editing the coordinates of the player or the spawn point with an NBT editor. | ||
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* Some devices (low and mid-end classes) can no longer survive in this position and frequently crash at this point. If players can successfully go to this coordinate or over, they can survive for few seconds before the game crashes. Therefore, increasing the render distance can crash the game and only mid-high-end and high-end devices can survive at this position. | * Some devices (low and mid-end classes) can no longer survive in this position and frequently crash at this point. If players can successfully go to this coordinate or over, they can survive for few seconds before the game crashes. Therefore, increasing the render distance can crash the game and only mid-high-end and high-end devices can survive at this position. | ||
* The visual gaps are 64 blocks wide. | * The visual gaps are 64 blocks wide. | ||
* The minimum movement speed is increased to 640 blocks per second, meaning that no vanilla methods of movement work anymore, due to {{ | * The minimum movement speed is increased to 640 blocks per second, meaning that no vanilla methods of movement work anymore, due to {{MC/Edition|bedrock}}'s speed limit of 320 blocks per second. | ||
** At this point it would take going faster than the speed of sound to move, which is approximately 343 blocks per second. | ** At this point it would take going faster than the speed of sound to move, which is approximately 343 blocks per second. | ||
|- | |- | ||
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| style="color: #222222; background: #dddddd" | X/Z ±53,905,378,846,979,748 (±{{frac|(2<sup>63</sup>) – 1|171.103}}) | | style="color: #222222; background: #dddddd" | X/Z ±53,905,378,846,979,748 (±{{frac|(2<sup>63</sup>) – 1|171.103}}) | ||
| | | | ||
* The Far Lands would presumably generate and start at this excepted distance, give or take billions of blocks of offset, since the terrain's generation algorithms, involving high, low and selector noise generators, use 64-bit floats. However, since the source code is unavailable to the public, it is impossible to modify the game to allow terrain generation past the 32-bit maximum signed integer limit, unlike in {{JE}}, making them inaccessible regardless of the means to do so. | * The Far Lands would presumably generate and start at this excepted distance, give or take billions of blocks of offset, since the terrain's generation algorithms, involving high, low and selector noise generators, use 64-bit floats. However, since the source code is unavailable to the public, it is impossible to modify the game to allow terrain generation past the 32-bit maximum signed integer limit, unlike in {{MC/JE}}, making them inaccessible regardless of the means to do so. | ||
*The Corner Far Lands would presumably look like the stack from ''Java Edition''. | *The Corner Far Lands would presumably look like the stack from ''Java Edition''. | ||
* It's unclear if the Far Lands and Corner Far Lands would still break down. | * It's unclear if the Far Lands and Corner Far Lands would still break down. | ||
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| style="color: #222222; background: #dddddd" | X/Z ±9,223,372,036,854,775,807 (±2<sup>63</sup> – 1) | | style="color: #222222; background: #dddddd" | X/Z ±9,223,372,036,854,775,807 (±2<sup>63</sup> – 1) | ||
| | | | ||
*The game, assuming it were patched to use 64-bit doubles, would crash near this point while using 64-bit systems, as this is above the maximum value for a signed 64-bit binary integer in C++. Also, the game would also crash if the player attempts to load a chunk beyond this coordinate, so increasing the render distance can make the rendering limit get closer, resulting again in a crash.{{ | *The game, assuming it were patched to use 64-bit doubles, would crash near this point while using 64-bit systems, as this is above the maximum value for a signed 64-bit binary integer in C++. Also, the game would also crash if the player attempts to load a chunk beyond this coordinate, so increasing the render distance can make the rendering limit get closer, resulting again in a crash.{{MC/Verify}}{{MC/Info needed}} | ||
|- | |- | ||
| style="color: #222222; background: #dddddd" | X/Z ±~3.4028237e+38 or ±~3.4028237×10<sup>38</sup> (±2<sup>128</sup>) | | style="color: #222222; background: #dddddd" | X/Z ±~3.4028237e+38 or ±~3.4028237×10<sup>38</sup> (±2<sup>128</sup>) | ||
| | | | ||
*This is the maximum value for a 32-bit floating-point number {{ | *This is the maximum value for a 32-bit floating-point number {{MC/In|be}} and C++. Beyond this point, it is expected that the player's coordinates would roll over to read "Infinity", as the 32-bit floating point precision has run out of bits to represent coordinate data. It would be impossible to go further than this point, as a value of "Infinity" would break the rendering code in ''Bedrock Edition''. It is even likely that this could also overflow to read "NaN" (not a number) or a null value, which, again, would break the rendering code and result in unpredictable behavior, such as visual glitches, invalid positioning, and even the game crashing as a result.{{MC/Verify}} | ||
|- | |- | ||
| style="color: #ffffff; background: #000000" |X/Z ±~1.7976931e+308 or ±~1.7976931×10<sup>308</sup> (±2<sup>1024</sup>) | | style="color: #ffffff; background: #000000" |X/Z ±~1.7976931e+308 or ±~1.7976931×10<sup>308</sup> (±2<sup>1024</sup>) | ||
| | | | ||
*This is the maximum value for a patched 64-bit floating-point number {{ | *This is the maximum value for a patched 64-bit floating-point number {{MC/In|be}} and C++. Beyond this point, just like with the limit of the 32-bit float at around 3.4028237e+38, it is expected that the player's coordinates would also roll over to read "Infinity", assuming it were patched to use 64-bit doubles, as the 64-bit double precision has run out of bits to represent coordinate data. It would be impossible to go further than this point, as a value of "Infinity" would break the rendering code in ''Bedrock Edition''. It is even likely that this could also overflow to read "NaN" (not a number) or a null value, which, again, would break the rendering code and result in unpredictable behavior, such as visual glitches, invalid positioning, and even the game crashing as a result.{{MC/Info needed}} | ||
{{See also|Java Edition hard limits}} | {{MC/See also|Java Edition hard limits}} | ||
|} | |} | ||
== Stripe Lands == | == Stripe Lands == | ||
[[File:Stripe Lands Swamp.jpg|thumb|197x197px|The "Stripe Lands" at X/Z 16,777,216.]] | [[File:Stripe Lands Swamp.jpg|thumb|197x197px|The "Stripe Lands" at X/Z 16,777,216.]] | ||
[[File:Stripe Lands_0.jpg|thumb|197x197px|Ditto but captured in the new version{{ | [[File:Stripe Lands_0.jpg|thumb|197x197px|Ditto but captured in the new version{{MC/Info needed|What version?}}]] | ||
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">{{ | 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">{{MC/Reddit|name=stripe lands|sub=MCPE|24sshy/no_far_lands_how_about_the_stripe_lands|chah6ah|context=3|MCPE uses single precision (faster and more mobile-friendly), so, sadly, you notice the first jittering around 700k and it's well unplayable around 900k.|mojang_tommo|May 5, 2014}}</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 Creative mode flight to move here, using elytra propelled with either a Riptide trident or firework rockets allows the user to easily move through this region. A [[Minecraft:spear]] enchanted with Lunge III is very useful for more precise movement, due to it moving the player to the next valid position. | As it can be difficult to use Creative mode flight to move here, using elytra propelled with either a Riptide trident or firework rockets allows the user to easily move through this region. A [[Minecraft:spear]] enchanted with Lunge III is very useful for more precise movement, due to it moving the player to the next valid position. | ||
| Line 488: | Line 488: | ||
== Vertical effects == | == Vertical effects == | ||
{{Missing information| | {{MC/Missing information| | ||
*Falling with the slow falling effect. | *Falling with the slow falling effect. | ||
*Flying vertically using [[Minecraft:elytra]] and fireworks | *Flying vertically using [[Minecraft:elytra]] and fireworks | ||
| Line 504: | Line 504: | ||
|Y ±65,536 (±2<sup>16</sup>) | |Y ±65,536 (±2<sup>16</sup>) | ||
| | | | ||
* [[Minecraft:Particles (Bedrock Edition)|Particles]] turn black or dull green depending on the time of day within 64 blocks of this limit, this occurs at every power of 2 starting from this point.{{Verify}} | * [[Minecraft:Particles (Bedrock Edition)|Particles]] turn black or dull green depending on the time of day within 64 blocks of this limit, this occurs at every power of 2 starting from this point.{{MC/Verify}} | ||
* Particles appear to be jittering only if the player has Levitation I or II and floats with them or looks at them closely. | * Particles appear to be jittering only if the player has Levitation I or II and floats with them or looks at them closely. | ||
* When the player looks up and down with sensitivity on a low number like 0, the player in 3rd person appears bumpy. | * When the player looks up and down with sensitivity on a low number like 0, the player in 3rd person appears bumpy. | ||
| Line 578: | Line 578: | ||
* Projectiles falling down becomes impossible. | * Projectiles falling down becomes impossible. | ||
* in 3rd person the player can look only horizontal or vertical. | * in 3rd person the player can look only horizontal or vertical. | ||
* Floating with Levitation 88 and lower becomes impossible.{{ | * Floating with Levitation 88 and lower becomes impossible.{{MC/Verify|Do higher levels allow entities to float beyond this height?}} | ||
* Flying upward with [[Minecraft:elytra]] and jump button in Creative becomes impossible. | * Flying upward with [[Minecraft:elytra]] and jump button in Creative becomes impossible. | ||
|- | |- | ||
| Line 608: | Line 608: | ||
| style="color: #222222; background: #dddddd" | Y ±~3.4028237e+38 or ±~3.4028237×10<sup>38</sup> (±2<sup>128</sup>) | | style="color: #222222; background: #dddddd" | Y ±~3.4028237e+38 or ±~3.4028237×10<sup>38</sup> (±2<sup>128</sup>) | ||
| | | | ||
* The maximum 32-bit floating-point integer {{ | * The maximum 32-bit floating-point integer {{MC/In|be}} and C++. Beyond this point, just like with the limit of the 32-bit float at around 3.4028237e+38 in the X/Z axis, it is expected that the player's coordinates would also roll over to read "Infinity", as the 32-bit floating point precision has run out of bits to represent coordinate data. It would be impossible to go further than this point, as a value of "Infinity" would break the rendering code in ''Bedrock Edition''. It is even likely that this could also overflow to read "NaN" (not a number) or a null value, which, again, would break the rendering code and result in unpredictable behavior, such as visual glitches, invalid positioning, and even the game crashing as a result.{{MC/Verify}} | ||
|- | |- | ||
| style="color: #ffffff; background: #000000" | Y ±~1.7976931e+308 or ±~1.7976931×10<sup>308</sup> (±2<sup>1024</sup>) | | style="color: #ffffff; background: #000000" | Y ±~1.7976931e+308 or ±~1.7976931×10<sup>308</sup> (±2<sup>1024</sup>) | ||
| | | | ||
* The maximum patched 64-bit floating-point integer {{ | * The maximum patched 64-bit floating-point integer {{MC/In|be}} and C++, comparable to {{MC/JE}}. Beyond this point, just like with the limit of the 32-bit float at around 3.4028237e+38 in the X/Z axis or the limit of the 64-bit double at around 1.7976931e+308 in the X/Z axis, it is expected that the player's coordinates would also roll over to read "Infinity", assuming it were patched to use 64-bit doubles, as the 64-bit double precision has run out of bits to represent coordinate data. It would be impossible to go further than this point, as a value of "Infinity" would break the rendering code in ''Bedrock Edition''. It is even likely that this could also overflow to read "NaN" (not a number) or a null value, which, again, would break the rendering code and result in unpredictable behavior, such as visual glitches, invalid positioning, and even the game crashing as a result. | ||
|} | |} | ||
== History == | == History == | ||
{{ | {{MC/Main|Bedrock Edition distance effects/Historical effects|Far Lands (Bedrock Edition)}} | ||
== Gallery == | == Gallery == | ||
<!-- PLEASE do not upload files with names like "Screenshot 20251006-031135.png". This is not allowed by the style guide, give them actual names based on their contents--> | <!-- PLEASE do not upload files with names like "Screenshot 20251006-031135.png". This is not allowed by the style guide, give them actual names based on their contents--> | ||
| Line 722: | Line 722: | ||
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 | ||
Bedrock Editor Terrain breakdown.png|Terrain breakdown and Stripe Lands in ''Bedrock Editor'' | Bedrock Editor Terrain breakdown.png|Terrain breakdown and Stripe Lands in ''Bedrock Editor'' | ||
Educationstripelands.png|The Stripe Lands captured {{ | Educationstripelands.png|The Stripe Lands captured {{MC/In|ee}} | ||
</gallery> | </gallery> | ||
| Line 749: | Line 749: | ||
== References == | == References == | ||
{{ | {{MC/Reflist}} | ||
== Navigation == | == Navigation == | ||
{{ | {{MC/Navbox environment}} | ||
{{DEFAULTSORT:Distance effects}} | {{DEFAULTSORT:Distance effects}} | ||
[[Category:Glitches]] | [[Category:Glitches]] | ||
ja:距離効果/Bedrock Edition | ja:距離効果/Bedrock Edition | ||
zh:距离现象/基岩版 | zh:距离现象/基岩版 | ||
Revision as of 19:41, 9 April 2026
|
For the {{{Description}}} of the same name, see [[{{{Destination}}}]]. |
Script error: No such module "Exclusive". As the player travels far from the world's origin in Bedrock Edition, 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 X/Z ±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 World boundary for information on these limits.
General effects
Some effects can occur at any distance but gradually worsen as the coordinates increase. Bedrock Edition uses 32-bit floating points for many of its calculations, such as the player's position, as opposed to Java Edition, 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 mountain biomes gradually stop generating at around X/Z ±2,812,332, replacing by lava lakes. Ancient cities will also be exposed above ground. 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 or Z 67,108,864 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 sneaking, status effects, using an item (e.g. drawing back a Minecraft:bow), or certain blocks (such as Minecraft:cobwebs and soul sands). 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,{{
#vardefine: verifyedition |
}}<verify for {{#var:verifyedition}}></verify for {{#var:verifyedition}}>{{
#vardefine: verifyedition |
}} extremely small angles do not cause the player to move as slowly as expected. The slowest form of movement without walking into objects (sneaking through Minecraft:cobweb over blue ice with Slowness VI while touching 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 2,097,152, 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:<more information needed></more information needed>
- Exiting and reloading the world.
- Using the
- REDIRECT Template:Command
Template:Redr command.
- Switching between walking, sneaking, crawling, swimming, and gliding positions.
- Teleporting using ender pearls or 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>
- redirect Template:YouTube link
Template:Redr</ref>
Minor effects (X/Z ±0–131,071)
Minor movement effects occurs here; no block distortion occurs here.<ref>Template:Bug</ref>
| Coordinates | Effects |
|---|---|
| X/Z ±1 (±20) |
|
| X/Z ±128 (±27) |
|
| X/Z ±256 (±28) |
|
| X/Z ±512 (±29) |
|
| X/Z ±1,024 (±210) |
|
| X/Z ±2,048 (±211) |
#vardefine: verifyedition | }} #vardefine: verifyedition | }} while using an item becomes impossible. |
| X/Z ±4,096 (±212) |
|
| X/Z ±8,192 (±213) |
#vardefine: verifyedition | }} #vardefine: verifyedition | }} |
| X/Z ±16,384 (±214) |
|
| Between X/Z ±≈19,188 and ±≈19,200 |
|
| X/Z ±32,768 (±215) |
|
| 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)
- REDIRECT Template:Incomplete 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 RTX (ray tracing) is enabled, the lighting is unaffected by floating-point precision errors, even though the block shapes themselves are incorrect.<ref>
- redirect Template:YouTube link
Template:Redr</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) |
Template:Redr</ref>
|
| X/Z ±8,388,608 (±223) |
|
Game-breaking effects (X/Z ≥±16,777,216)
- REDIRECT Template:Incomplete section
Here, the rendering fundamentally breaks down to the point where 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 Riptide trident, or a glitch where the speed from 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) |
Template:Redr</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 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.
#vardefine: verifyedition | }} #vardefine: verifyedition | }}
|
| X/Z ±67,108,864 (±226) |
|
| X/Z ±134,217,728 (±227) |
|
| X/Z ±268,435,456 (±228) |
|
| X/Z ±536,870,912 (±229) |
|
| X/Z ±1,073,741,824 (±230) |
|
| 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) |
|
| X/Z ±34,359,738,368 (±235) |
|
| X/Z ±281,474,976,710,656 (±248) |
|
| X/Z ±53,905,378,846,979,748 (±Template:Frac) |
|
| X/Z ±9,223,372,036,854,775,807 (±263 – 1) |
#vardefine: verifyedition | }} #vardefine: verifyedition | |
| X/Z ±~3.4028237e+38 or ±~3.4028237×1038 (±2128) |
#vardefine: verifyedition | }} #vardefine: verifyedition | }} |
| X/Z ±~1.7976931e+308 or ±~1.7976931×10308 (±21024) |
{{#vardefine:params|0 }}Template:Hatnote |
Stripe Lands
<more information needed></more information needed>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">{{
- vardefine: query | ?context=3
- var: reddit-sub-24sshy/no_far_lands_how_about_the_stripe_lands | MCPE
}}/comments/{{
- var: reddit-thread-24sshy/no_far_lands_how_about_the_stripe_lands | 24sshy/no_far_lands_how_about_the_stripe_lands
}}/chah6ah{{#var: query }} "MCPE uses single precision (faster and more mobile-friendly), so, sadly, you notice the first jittering around 700k and it's well unplayable around 900k."] – u/mojang_tommo on Reddit, May 5, 2014</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 Creative mode flight to move here, using elytra propelled with either a Riptide trident or firework rockets allows the user to easily move through this region. A Minecraft:spear enchanted with 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:Message boxTemplate:Article other Like the X and Z axis, the game breaks at excessive Y coordinates. Since blocks cannot be placed at 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 become impossible and other effects are accessible.
Vertical effects are not encounterable in the Nether or the void below any dimension in Survival mode, because a Minecraft:bedrock barrier prevents all entities from entering the void without using glitches. Furthermore, a barrier from 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 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) |
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|
| Y ±131,072 (±217) |
|
| Y ±262,144 (±218) |
|
| Y ±524,288 (±219) |
|
| Y ±1,048,576 (±220) |
|
| Y ±2,097,152 (±221) |
|
| Y ±4,194,304 (±222) |
|
| Y ±8,388,608 (±223) |
|
| Y ±16,777,216 (±224) |
|
| Y ±33,554,432 (±225) |
|
| Y ±67,108,864 (±226) |
#vardefine: verifyedition | }} #vardefine: verifyedition | }}
|
| 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) |
#vardefine: verifyedition | }} #vardefine: verifyedition | }} |
| Y ±~1.7976931e+308 or ±~1.7976931×10308 (±21024) |
|
History
{{#vardefine:params|2 }}Template:Hatnote
Gallery
Below 131,072
-
The screen flickers when at the edge of the powder snow past X/Z ±32,768.
-
Outline boxes are distorted using Minecraft:Vibrant Visuals past X/Z ±65,536.
-
Black particles happen at every power of 2 starting around Y ±65,536.
131,072 - 1,048,575
-
Tripwire hooks appear distorted past X/Z ±131,072, with noticeable curvy lines.
-
Lever handles appear distorted past X/Z ±131,072, with slight curvy lines.
-
Lecterns appear distorted past X/Z ±131,072, slightly stretched to full blocks.
-
The top part of the metal hook is thin and further distorted after X/Z ±262,144.
-
Inner part of item frames becomes 2D after X/Z ±524,288.
-
Top part of candles rendering incorrectly beyond X/Z ±524,288.
-
Paintings turn black beyond X/Z ±524,288.
-
Paintings are pushed half a pixel into the block beyond X/Z ±524,288.
-
Metal hook of tripwire hooks are thin beyond X/Z ±524,288.
-
Item frames become inaccurate beyond ±524,288 X/Z.
-
Paintings positioned on the Z axis no longer render correctly beyond ±524,288 X/Z.
-
Candle tips no longer render correctly beyond ±524,288 X/Z.
-
Jitter is easily noticeable beyond X/Z ±524,288.
1,048,576 - 16,777,215
Terrain breakdown
-
Terrain failing to generate correctly beyond X/Z ±2,812,333, exposing aquifers to the surface
-
Disappearing mountain biomes and exposed lava lake
-
Another landscape
-
An ancient city exposed by the generation failing.
-
A woodland mansion and pillager outpost generating in the failed terrain.
-
Terrain failing near the Stripe Lands.
-
The edge of the terrain breakdown
-
The starting point of the End terrain malfunction
-
Terrain in a corner
-
Overhead view
-
End terrain malfunction near the Stripe Lands
-
Monolith-like structures generating beyond X/Z ±2,812,333
-
At exactly 2,812,333 blocks on mobile.
Other effects
-
Tripwire hook becomes thick beyond ±1,048,576
-
Firefly bushes are slightly wider beyond ±1,048,576
-
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 End portal frame containing an 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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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 side.
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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 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
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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 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
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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 in Template:Editions
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 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 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
<references group="">
</references>
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ja:距離効果/Bedrock Edition zh:距离现象/基岩版