Reason: Slowest movement method may be outdated
Reason: Organize this page more like Java Edition distance effects  should allow a lot more indepth analysis of each effect
As the player travels far from the world origin in Bedrock Edition, the world starts to behave abnormally. This is mostly caused by precision loss of the 32bit 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 ^{n}⁄_{8388608} blocks, or ^{n}⁄_{524288} block pixels (e.g. at 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).
Note: Effects marked with an asterisk (*) are wellknown effects.
Contents
Minor effects (X/Z ±1–131,071)[]
Bedrock Edition uses 32bit floating points for many of its calculations, such as the player's position, as opposed to Java Edition, which uses 64bit floating points. When the player moves, the player changes position each tick, and this change is affected by floating point precision errors. At slow speeds/high coordinates, this change in position is considered negligible, meaning that the player does not move at all. The amount of precision error doubles at every power of 2.
Note that while the positions of the centers of entities are stored in NBT, the positions of the hitbox corners are stored in memory. If the player is crossing a power of 2, these corners may move at different speeds, thus changing the hitbox size. The hitbox size resets to 0.6 in certain situations, such as reloading the world, using the /tp
command, and others.^{[more information needed]} However, the player can shrink to size 0, making it possible to fall through the edges of blocks and into the void (MCPE39299).
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 slight diagonal causes the player to move sideways as slow as the player’s coordinates allow.
Coordinates  Effects 

X/Z ±1 (2^{0}) 

X/Z ±2 (2^{1}) 

X/Z ±4 (2^{2}) 

X/Z ±8 (2^{3}) 

X/Z ±16 (2^{4}) 

X/Z ±32 (2^{5}) 

X/Z ±64 (2^{6}) 

X/Z ±128 (2^{7}) 

X/Z ±256 (2^{8}) 

X/Z ±512 (2^{9})  
X/Z ±1,024 (2^{10})  
X/Z ±2,048 (2^{11}) 

X/Z ±4,096 (2^{12})  
X/Z ±8,192 (2^{13}) 

X/Z ±16,384 (2^{14}) 

X/Z ±32,768 (2^{15}) 

X/Z ±65,536 (2^{16}) 

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. Previously, paintings at X/Z ±524,288 would be placed halfway through the block and allow multiple paintings to be placed on the same block. As of 1.18 Paintings are now pushed half a pixel into the block and paintings now turn black instead and don't allow multiple paintings on the same block.
Coordinates  Effects 

X/Z ±131,072 (2^{17})* 

X/Z ±262,144 (2^{18})* 

X/Z ±524,288 (2^{19})* 

Examples[]
Sunflowers glitch after X ±262,144.
Major effects (X/Z ±1,048,576–16,777,215)[]
 Leads
 Cave generation
 Raycasting, which seems to result in incorrect blocks being targeted.
Blocks are rendered based on their corners, whose coordinates are 32bit floating point numbers. Generally, these are multiples of ^{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^{20}), and blocks continue to render incorrectly as the coordinates go even farther out. However, there is never any vertical distortion.^{[4]}
In the RTX betas, the lighting is unaffected by floatingpoint precision errors, although block shapes themselves are incorrect.^{[5]}
Besides, many "normal" forms of movement become impossible.
The different types of block model deformation have changed a lot over the years, although the update specifics and hardware requirements are unknown. Previously, blocks such as flowers and grass would appear completely 2D beyond 8,388,608 blocks, whereas they appeared as almost normal X shapes in more recent versions, but appearing as 2D again as of 1.16.220. Also, sunflower heads could previously distort to become square, which also no longer happens; the flower appears detached from the plant instead.
In addition here, the terrain starts to break down following the table.
Coordinates  Effects 

X/Z ±1,048,576 (2^{20})* 

X/Z ±2,097,152 (2^{21})* 

X/Z ±2,812,333 

X/Z ±4,194,304 (2^{22})* 

X/Z ±8,388,608 (2^{23})* 

Examples[]
Terrain failing to generate beyond X/Z ±2,812,333, exposing aquifers to the surface
Monolithlike structures generating beyond X/Z ±2,812,333
Gamebreaking effects (X/Z ≥±16,777,216)[]
Here, the rendering fundamentally break down to the point greatly where normal gameplay is completely impossible. Also the cone that appeared in front of the player at 536,870,912 no longer occurs as of 1.18.
Coordinates  Effects 

X/Z ±16,777,216 (2^{24})* 

X/Z ±33,554,432 (2^{25})* 

X/Z ±67,108,864 (2^{26})* 

X/Z ±134,217,728 (2^{27})* 

X/Z ±268,435,456 (2^{28}) 

X/Z ±536,870,912 (2^{29}) 

X/Z ±1,073,741,824 (2^{30}) 

X/Y/Z ±2,147,483,647 (2^{31} − 1)* 

X/Z ±2,147,483,648 (2^{31}) 

X/Z ±4,294,967,296 (2^{32}) 

X/Z ±8,589,934,592 (2^{33}) 

X/Z ±17,179,869,184 (2^{34}) 

X/Z ±34,359,738,368 (2^{35}) 

X/Z ±68,719,476,736 (2^{36}) 

X/Z ±137,438,953,472 (2^{37}) 

X/Z ±274,877,906,944 (2^{38}) 

X/Z ±549,755,813,888 (2^{39}) 

X/Z ±1,099,511,627,776 (2^{40}) 

X/Z ±2,199,023,255,552 (2^{41}) 

X/Z 4,398,046,511,104 (2^{42}) 

X/Y/Z ±9,223,372,036,854,775,807 (2^{63} – 1) 
^{[more information needed]} 
X/Z ±9,223,372,036,854,775,808 (2^{63}) 

X/Y/Z ±~340,282,366,920,938,463,463,374,607,431,768,211,456 (2^{128}) 
^{[more information needed]} 
Stripe Lands[]
The Stripe Lands are an artifact of the game's rendering and block hitbox calculation, rather than a quirk relating directly to terrain generation.^{[8]} The Stripe Lands start at X/Z ±16,777,216. They exist because coordinates are off by up to a full meter, causing the blocks themselves (not just their corners) to appear in the wrong places.
Past X/Z: ±33,554,432 all blocks are rendered as twodimensional, and the gap between valid blocks doubles to 1 out of four. 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.
Examples[]
The first screenshot posted of the Stripe Lands, by Tommaso Checchi, at X/Z 32,000,000.^{[9]}
Some fossils that have generated in the Corner Stripe Lands.
Vertical limits[]
Like the X and Z axes, the game breaks at excessive Y coordinates. Since blocks cannot be placed above Y=320, block rendering glitches do not occur, but other effects do.
Many of these effects would occur at negative coordinates, but there is a barrier at Y=40. Beyond this entities can move only vertically using the "fall through the world" glitch, or teleporting below Y=40. Thus the barrier can be avoided by teleporting past X/Z ±8,388,608. Also, all entities, except players in creative, disappear in the void.
Coordinates  Effect 

Y ±65,536 

Y ±262,144 

Y ±524,288 

Y ±1,048,576 

Y ±2,097,152 

Y ±4,194,304 

Y ±8,388,608 

Y ±16,777,216 

Y ±33,554,432 

Y ±67,108,864 

Y ±134,217,728 

Y ±268,435,456 

Y ±2,147,483,647 

Y ±~3.402824e+38 (2^{128}) 

History[]
Pocket Edition Alpha  

v0.10.0  build 1  Chunk jittering at extreme coordinates no longer occurs.  
Bedrock Edition  
1.17.30  beta 1.17.20.20  The Far Lands have been fixed, and terrain beyond X/Z ±12,550,821 for the most part generates normally.  
1.18.0  beta 1.18.0.22  The partial terrain generation breakdown beyond X/Z ±2,812,333 has been introduced alongside the terrain generation rewrite.^{[is this the correct version?]}  
?  The large cone beyond X/Z ±536,870,912 no longer appears in front of the player. 
Gallery[]
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.
A windswept gravelly hills biome beyond X/Z ±16,777,216.
A ocean monument in the stripe lands.
References[]
 ↑ MCPE30198 – Cannot move diagonally while sneaking in cobwebs on soul sand while drawing back a bow at excessive coordinates
 ↑ ^{a} ^{b} MCPE102410 – Climbing up ladders and vines while sneaking are slower after X/Z ±131,072
 ↑ MCPE102412 – Sunflower slightly glitches after X/Z ±262,144
 ↑ MCPE102351 – Rendering error beyond X/Z ±1,048,576
 ↑ https://youtu.be/CWqHjVdQXo&t=19s
 ↑ MCPE146021 – "Mountains won't generate higher in high distances, instead it will generate a deep, glitched hole that sometimes generates aquifers" – resolved as "Won't Fix"
 ↑ https://youtu.be/wurHDkvIKhQ
 ↑ "MCPE uses single precision (faster and more mobilefriendly), so, sadly, you notice the first jittering around 700k and it's well unplayable around 900k." – u/mojang_tommo on Reddit, May 5, 2014
 ↑ "So, I've teleported to X=32.000.000... the Stripe Lands?" – @_tomcc on Twitter, May 5, 2014