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Minecraft:Bedrock Edition distance effects
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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 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 Minecraft:World boundary for information on these limits.
File:Bedrock Edition hard limits map.pngMap 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
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, 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 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 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,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 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:Template:Info needed
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)
Minor movement effects occurs here; no block distortion occurs here.<ref>Template:Bug</ref>
Using the above method of movement at (0,0), it is theoretically possible to fall through the world by crossing the X/Z ±1 limit. However, it is almost impossible to do at these coordinates, as it takes nearly 6 real-life days of non-stop gameplay (where one must start over if they exit the game).
X/Z ±128 (±27)
An extremely small amount of jitter appears at this point, noticeable only if the player is using the method of movement described below.
X/Z ±256 (±28)
Sneaking on blue ice with cobwebs while touching powder snow and under the effect of Slowness VI while using an item becomes impossible.
It becomes impossible to walk into an object at a 0.0025-degree angle. As mentioned before, lower angles do not yield similar results at lower coordinates.
X/Z ±512 (±29)
Sneaking on blue ice with cobwebs and under the effect of Slowness VI while using an item becomes impossible.
The player has a very rare chance of falling through the world when colliding with a block.
X/Z ±1,024 (±210)
Sneaking on blue ice with cobwebs and under the effect of Slowness V while using an item becomes impossible.
Spontaneously falling through the world is now possible from this point on, although extremely unlikely at this distance. This is caused by floating point precision errors causing hitboxes of blocks to have small gaps. If any entity's coordinate falls close to an edge of a block, then it falls through the world and into the void. The precision loss also affects the player's movement speed slightly, although only at extremely low speeds at this distance.
X/Z ±2,048 (±211)
Sneaking on blue ice with cobwebs and under the effect of SlownessTemplate:Verify while using an item becomes impossible.
X/Z ±4,096 (±212)
Sneaking on blue ice with cobwebs while using an item becomes impossible.
It becomes impossible to move in cobwebs on blue ice while using an item.
Very minor jittering during movement can be experienced beyond this point; it is noticeable if the player moves slowly.
It becomes impossible to sneak while using a Minecraft:spyglass and under the effect of Slowness VI.
Between X/Z ±≈19,188 and ±≈19,200
The walking sound of the player becomes layered and plays fast when walking.
The player must rejoin the world for the glitch to have an effect. This also applies with the ≈40,960 and ≈44,036 block limitation on the walking sound effect. The coordinates of this glitch depends on what direction you travel in. The flat world preset also has the effect further away. Beyond this point, Minecraft:Speed IV is required to hear the sound again.
This happens most likely due to a walking sound precision loss that makes the game not being able to detect where the player is to play the sound at the player's coordinate. Oddly enough, other mobs are unaffected by this bug.
The screen starts to flicker when the player is at the edge of powder snow when they rotate the camera, even with leather boots on.
It becomes impossible to sneak on blue ice with cobwebs while touching powder snow.
Between X/Z ±≈40,960 and ±≈44,036
The walking sound of the player stops being played when walking. The coordinates also depend on the movement direction. In Minecraft:flat worlds, this effect begins at higher distances. Beyond this point, Minecraft:Speed IV is required to hear the sound again.
X/Z ±65,536 (±216)
An extremely small amount of jitter is noticeable when walking.
It becomes impossible to sneak diagonally on top of soul sand with cobwebs.
Sneaking vertically and out starts to become jittery, although one needs keen eyes to notice this.
It becomes impossible to move diagonally on top of ice with cobwebs while drawing back a bow.
Falling through the world is now possible when colliding with a block in the corners.<ref>Template:Bug</ref>
The clouds start to become jittery, although one needs keen eyes to notice this.
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.
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.
Climbing up ladders and vines while sneaking is extremely slow.
It becomes impossible to sneak diagonally (i.e. outside the X/Z axis).
Moving in Minecraft:powder snow becomes impossible if the player waits too long, though it is possible to escape by engaging the Minecraft:sprint function rapidly.
Ladders and vines become pushed into the block it is connected to.
The screen starts to flicker when the player is near powder snow, getting worse at higher coordinates, even with leather boots on. (Unlike beyond X/Z ±32,768, as it getting farther when the player go near it)
Tripwire hook becomes thin again similar to X/Z 524,288, but tripwire hook base become flat and undiggable.
X/Z ±2,812,333
Terrain generation partially breaks down at this point. Certain sections of land do not generate any terrain whatsoever, leaving behind Minecraft:aquifers, Minecraft:generated structures, the Minecraft:lava that replaces all air below Y=-56, and the Minecraft:bedrock layer. Scattered Minecraft: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 Minecraft:mountain biomes.<ref>Template:Bug</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.Template:More information needed
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 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>Template:Ytl</ref>
When the player is in Minecraft:powder snow the screen sometimes flickers fighting trying to see if the player is inside or outside of powder snow even with Minecraft:leather armor on.
If only 1 coordinate exceeds this value, blocks still have collision detection from the side.
The player can still be considered "under" blocks, meaning that Minecraft:phantoms do not spawn. Thus, it is theoretically possible to travel to and from the Stripe Lands in Survival using above-average in speed Minecraft:horses.
A side effect of this is that players will fall into the void infinitely, since the invisible barrier at Y=-105 is no longer solid.
The minimum movement speed is increased to 10 blocks per second, meaning that sprinting, boats (except on ice), horses (except for the faster ones mentioned above), and swimming are no longer usable sources as a method of movement.
To fly in Minecraft:Creative mode, the player must sprint or look directly along an axis, unless the player position is controlled by 64-bit doubles instead of 32-bit floats. The Minecraft:Speed effect does not work, due to Template:Bug. In addition, flying at this coordinate is bumpy, even when the player is sprinting and looking directly along an axis.
Most blocks that normally render as partial blocks are either stretched to become full blocks, or squished to become 2-dimensional. The exception is a few blocks that render normally no matter how far out the player travels, such as Minecraft:chests, Minecraft:bells, Minecraft:signs, copper golem statues, and Minecraft:beds.
If both coordinates exceed this value, partial blocks that normally render as 2D this far out become 1-dimensional and are therefore completely invisible.
Minecraft:Stairs render like full blocks or slabs, with stretched or squished textures.
Minecraft:Ender dragons start to flap their wings faster, getting worse the higher coordinates they are at.
Minecraft:Withers start to destroy blocks at any directions, including vertically.
The first and second stage of Minecraft:cocoa beans are either pushed into the block when placed horizontally and render as full blocks when placed vertically.
The shadows of Minecraft:signs are at the edge of the block the sign is on.
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.
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".Template:Conjecture 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.
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.
The game doesn't recognize that the player is in Minecraft:water if the player's coordinates are a multiple of 4, causing the player to fall through water and into the Minecraft:void, it is unable to enter Minecraft:swimming, and the fog is black or dark blue. However, water still causes the player to exit Minecraft:gliding, and Minecraft:boats still float.
In the Corner Stripe Lands, water is recognized only if both X and Z coordinates are not a multiple of 4.
The minimum speed is increased to 20 blocks per second, meaning that it is no longer possible to move using regular Creative mode flight or with Minecraft:horses without using Minecraft:speed effect, leaving only flight by elytra (either with Minecraft:firework rockets or a Riptide trident), a Minecraft:horse with Minecraft:speed effect and teleportation by any means.
Moving using fast Creative mode flight is still possible, but only if the player looks directly into an axis.
In any biome where multiple blocks can generate as part of the top surface layer, such as Minecraft:windswept hills and Minecraft:old growth taigas, their surfaces become distorted and start to form blocky shapes. The terracotta strata in Minecraft:badlands biomes have also become further distorted. Because the majority of blocks do not render in the Stripe Lands, this is noticeable only when viewed on a map.
If the map is turned on in Bedrock Editor beyond that point, it matches with stripes.
X/Z ±33,554,432 (±225)
Horizontal block rendering stops completely, leaving only vertical block rendering in its place, marking the start of the "Slice Lands".Template:Conjecture 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.
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 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>Template:Ytl</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.
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 Minecraft: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 Minecraft:rain to propel the player. Thrown Minecraft:tridents, Minecraft:arrows shot from Minecraft:bows or Minecraft:crossbows and Minecraft: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 Minecraft: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 soul sand while wearing Minecraft: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.Template: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.
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.
In modern versions, if a Riptide trident is used beyond that point, it becomes easy for the player to get stuck, and if the player moves back, they automatically get teleported to this coordinate without using the teleport command.
The map becomes invisible when the map turns on in the Bedrock Editor beyond that point.
In Minecraft:Vibrant Visuals, shadows start to become invisible, because it only left vertical rendering, resulting a shadow loss.
X/Z ±67,108,864 (±226)
The visual gaps are 8 blocks wide.
The minimum movement speed is increased to 80 blocks per second, meaning that thrown Minecraft:tridents cannot move horizontally and the use of Minecraft:elytra requires a Minecraft:Riptide trident. It is possible to move only when raining.
It becomes impossible to look horizontally in third person view.
If both X and Z exceed this value, setting the player to third person view causes the game to crash.
X/Z ±134,217,728 (±227)
The visual gaps are 16 blocks wide.
All entities are on the edges of chunks.
The minimum movement speed is increased to 160 blocks per second, meaning that Minecraft:arrows shot from Minecraft:bows or Minecraft:crossbows cannot move horizontally. Riptide I works only if the player looks directly along an axis and does it many times; with Riptide II, the player doesn't have to use it as much to propel. Even ender dragons can no longer move horizontally, but they do remain airborne, similarly to ghasts.
This is because the ender dragon is 16 blocks in length but the slices are now 16 blocks apart depending on the size.
The minimum movement speed is increased to 320 blocks per second, which is Minecraft:Bedrock Edition's speed limit, meaning that Minecraft:Riptide level I no longer works, and Riptide II barely works. More specifically, Riptide II works only if the player looks directly along an axis and does it many times.
X/Z ±536,870,912 (±229)
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 minimum movement speed is increased to 640 blocks per second, meaning that no vanilla methods of movement work anymore, due to Template:Edition'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.
X/Z ±1,073,741,824 (±230)
The visual gaps are 128 blocks wide.
The minimum movement speed is increased to 1,280 blocks per second.
The world is completely invisible with a render distance of 7 chunks or less.
Parts of the world go invisible depending where the players camera is at.
It becomes impossible to render fancy leaves with a render distance of 16 chunks or less.
Could crash beyond this point on some lower end devices.
The game crashes near this point, as this is above the maximum value for a signed 32-bit binary integer in C++<ref>Template:Tweet</ref><ref>Template:Cite</ref> (using a 32-bit system). Specifically, the game crashes if the player attempts to load a chunk that is within 64 blocks of this limit of 2 frames, so increasing the render distance can make the rendering limit get closer and crash the game.
In older versions, teleporting a few blocks just before this limit causes the player to get stuck in a glitched position after a few seconds, being unable to move in any direction (althrough moving the camera is still possible). This happens especially with a high render distance.
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)
The visual gaps are 256 blocks wide.
The minimum movement speed is increased to 2,560 blocks per second.
X/Z ±4,294,967,296 (±232)
The visual gaps are 512 blocks wide.
The minimum movement speed is increased to 5,120 blocks per second.
X/Z ±34,359,738,368 (±235)
This would be the point where chunks begin to be overwritten, so the game would presumably crash as a result, much like how it occurs on Java Edition, since chunk coordinates are also 32-bit integers.
X/Z ±281,474,976,710,656 (±248)
The visual gaps are 33,554,432 blocks wide.
The minimum movement speed is increased to 335,544,320 blocks per second.
At this point it would take going faster than the speed of light to move, which is approximately 299,792,458 blocks per second.
The Minecraft: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 Template:JE, making them inaccessible regardless of the means to do so.
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.
X/Z ±9,223,372,036,854,775,807 (±263 – 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.Template:VerifyTemplate:Info needed
X/Z ±~3.4028237e+38 or ±~3.4028237×1038 (±2128)
This is the maximum value for a 32-bit floating-point number Template:In 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.Template:Verify
X/Z ±~1.7976931e+308 or ±~1.7976931×10308 (±21024)
This is the maximum value for a patched 64-bit floating-point number Template:In 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.Template:Info 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">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 become impossible and other effects are accessible.
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)
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.Template:Verify
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.
Minecraft:Snow starts to have a jittery movement beyond this point, getting worse the higher the height is.
Y ±131,072 (±217)
Most effect particles cannot rise into the air.
Particle jitter is noticeable beyond this point and appears to be jittering even if the player is standing still.
There is a delay between when the player exits flight mode while having Minecraft:slow falling and when the player actually starts falling. However, noticing the Minecraft:slow falling delay is kind of hard.
Floating with Levitation II and lower becomes impossible.
Slightly looking upward while gliding with Minecraft:elytra could keep the player's height constant.
If the player summons a Minecraft:shulker this high and falls on it, after the player lands on the Minecraft:shulker the players hand moves up and down rapidly (only if view bobbing is on). If the player switches to 3rd person during the small jumps, the player appears as if the player was not jumping.
in 3rd person the player can look only horizontal or vertical.
Floating with Levitation 88 and lower becomes impossible.Template:Verify
Flying upward with Minecraft:elytra and jump button in Creative becomes impossible.
Y ±134,217,728 (±227)
Floating with Levitation 177 and lower becomes impossible.
It becomes impossible to look up or down in 3rd person.
Y ±268,435,456 (±228)
Floating with any Levitation level becomes impossible since 255 is the maximum vanilla level possible.
Y ±536,870,912 (±229)
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 a few seconds before the game crashes. Therefore, only high-end devices can survive at this position.
Y ±1,073,741,824 (±230)
Could crash beyond this point on some lower end devices.
Y ±2,147,483,647 (±231 − 1)
The game crashes near these coordinates on 32-bit devices (see above), although, since the position is 64-bit, there can be a few rendered frames left before it crashes when the player teleports here.
Y ±9,223,372,036,854,775,807 (±263 – 1)
The game, assuming it were patched to use 64-bit doubles, would crash near this point while using 64-bit systems.
Y ±~3.4028237e+38 or ±~3.4028237×1038 (±2128)
The maximum 32-bit floating-point integer Template:In 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.Template:Verify
Y ±~1.7976931e+308 or ±~1.7976931×10308 (±21024)
The maximum patched 64-bit floating-point integer Template:In and C++, comparable to Template: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.
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).
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.
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.