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 jerky, or downright impossible. The player's position gets less precise every time it reaches a power of 2, making these effects more slightly more noticeable. Traveling at the slowest possible speed and reaching the next power of 2 causes the player to fall through the world and into the void.

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, and it becomes easier to fall through the world.