Bedrock Edition distance effects

As the player travels far from the world origin in Bedrock Edition, things begin to break.

First limits (X/Z ±0–65,536)
Because the player's position is not completely precise, moving at sufficiently slow speeds is jittery, or downright impossible. The player's position gets less precise every time it reaches a power of 2, making these effects slightly more noticeable. Note that slow movement speeds become impossible shortly after the player crosses a power of 2, and the frame rate cuts in half when the player is past the boundary but still moving. The amount of time that this lasts gets shorter the farther out the player travels; it is very brief at X/Z ±65,536, the highest coordinates when the delay is noticeable at all. This is likely intentional, as a fix to.

There are several ways to slow the player’s movement, such as sneaking, status effects, using an item (e.g., drawing back a bow), or certain blocks (such as cobwebs). In addition, moving diagonally decreases the player’s speed on any given axis. Moving with a solid block in front at a slight diagonal causes the player to move sideways as slow as the player’s coordinates allow. Therefore, it is theoretically possible to experience these distance effects at the world origin.

Jitter (X/Z ±131,072–524,288)
Eventually, some common forms of movement begin to glitch. In addition, blocks with very detailed models begin to render incorrectly.

3D block model rendering errors (X/Z ±1,048,576–8,388,608)
Blocks are rendered based on their corners, whose coordinates are 32-bit floating point integers. Generally, these are multiples of $1/16$. Thus, most blocks render normally as long the floating points are accurate to the nearest sixteenth. This breaks at X/Z ±1,048,576 (220), and block’s continue to render incorrectly as the coordinates go even farther out.

In addition, many "normal" forms of movement become impossible.

Vertical Limits
Like the X and Z axes, the game breaks at excessive Y coordinates. Since blocks cannot be placed above Y=255, block rendering glitches do not occur, but many forms of vertical entity movement become impossible.

Many of these effects would occur at negative coordinates, but there is a barrier at Y -40. Beyond this entities can only move vertically using the "fall through the world" glitch. Thus the barrier can be avoided by teleporting past X/Z ±8,388,608. In addition, all entities, except players in creative, disappear in the void.