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This feature is exclusive to Bedrock Edition. 

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 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 n8388608 blocks, or n524288 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 well-known effects.

Minor effects (X/Z ±1–131,071)[]

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. 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 (MCPE-39299).

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 (20)
  • Coordinates of all entities are slices of 8,388,608.
  • Lowest coordinates at which someone can theoretically fall through the world within around 5 to 7 real-life days of nonstop gameplay (where one must start over if they exit the game). However, It is almost impossible to do at these coordinates.
X/Z ±2 (21)
  • Coordinates of all entities are slices of 4,194,304.
X/Z ±4 (22)
  • Coordinates of all entities are slices of 2,097,152.
X/Z ±8 (23)
  • Coordinates of all entities are slices of 1,048,576.
X/Z ±16 (24)
  • Coordinates of all entities are slices of 524,288.
X/Z ±32 (25)
  • Coordinates of all entities are slices of 262,144.
X/Z ±64 (26)
  • Coordinates of all entities are slices of 131,072.
X/Z ±128 (27)
  • Coordinates of all entities are slices of 65,536.
X/Z ±256 (28)
  • Coordinates of all entities are slices of 32,768.
  • Lowest coordinates at which anyone has fallen through the world, although incredibly unlikely at this distance. Since the glitch is caused by hitbox corners affected by different levels of floating point precision errors, it could theoretically happen at X/Z ±1 (see above).
  • The slowest method becomes impossible, sneaking on blue ice with cobwebs while touching powder snow and under the effect of slowness VI while using an item.
  • Extremely small amounts of jitter appears at this point, noticed when the player has a slowness effect of II or III, when doing the same method listed above.
X/Z ±512 (29)
  • Coordinates of all entities are slices of 16,384.
  • Sneaking on blue ice with cobwebs and under the effect of slowness VI while using an item becomes impossible.
X/Z ±1,024 (210)
  • Coordinates of all entities are slices of 8,192.
  • Sneaking on blue ice with cobwebs and under the effect of slowness V while using an item becomes impossible.
X/Z ±2,048 (211)
  • Coordinates of all entities are slices of 4,096.
X/Z ±4,096 (212)
  • Coordinates of all entities are slices of 2,048.
  • Sneaking on blue ice with cobwebs while using an item becomes impossible.
X/Z ±8,192 (213)
  • Coordinates of all entities are slices of 1,024.
X/Z ±16,384 (214)
  • Coordinates of all entities are slices of 512.
  • Minor jitter can be first experienced at this point, noticeable if the player walks slowly.
  • It becomes impossible to move in cobwebs on blue ice while using an item.
X/Z ±32,768 (215)
  • Coordinates of all entities are slices of 256.
  • It becomes impossible to sneak diagonally on top of soul sand with cobwebs while drawing back a bow.[1]
X/Z ±65,536 (216)
  • Coordinates of all entities are slices of 128.
  • It's impossible to sneak diagonally on top of soul sand with cobwebs.
  • Sneaking starts to become annoying when doing it in certain ways.

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 (217)*
  • Coordinates of all entities are slices of 64.
  • Climbing up ladders, vines, twisting vines, and weeping vines while sneaking is slightly slower than normal if climbing by walking against a block.[2]
  • Sneaking diagonally starts to become bumpy.
  • Lecterns and tripwire hooks start to become distorted.
  • When the player stops walking, they are bumped.
  • Levers appear a bit distorted if the player is viewed in full.
X/Z ±262,144 (218)*
  • Coordinates of all entities are slices of 32.
  • Climbing up ladders and vines while sneaking is even slower and less smooth.[2]
  • Moving in powder snow while sneaking becomes impossible if the player waits for too long.
  • Sea pickles render with slightly thinner stems than normal.
  • Tripwire string becomes invisible.
  • Sweet berry bushes and cobwebs appear slightly larger.
  • Sunflowers become glitched and are Z-fighting on the X-axis. They don’t become glitched on the Z-axis.[3]
  • Sneaking in soul sand with a spyglass stops movement.
  • Sneaking in all directions is more bumpy.
X/Z ±524,288 (219)*
  • Coordinates of all entities are slices of 16.
  • All entities are on the edges of block pixels.
  • Paintings are pushed half a pixel into the block, causing the painting to turn black.
  • The inner part of item frames render flush along the block' which means that the inner part of item frames are 2D.
  • Moving horizontally while on cobwebs becomes impossible.
  • Moving in powder snow becomes entirely impossible while sneaking.
  • Jitter is noticeable beyond this point.
  • Many mobs are unable to jump on blocks correctly, probability because due to entites being on the edge of block pixels and the mobs are not fast enough to get through the block.
  • Sea turtles and axolotls can no longer move on land.
  • The top part of candles renders incorrectly.
  • Running on soul sand becomes noticeably bumpy.
  • It becomes impossible to sneak outside the X/Z axis on soul sand without soul speed boots.

Examples[]

Major effects (X/Z ±1,048,576–16,777,215)[]

This section is missing information about the following features and effects:
  • Leads
  • Cave generation
  • Raycasting, which seems to result in incorrect blocks being targeted. 
Please expand the section to include this information. Further details may exist on the talk page.

Blocks are rendered based on their corners, whose coordinates are 32-bit floating point numbers. Generally, these are multiples of 116. 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 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 floating-point 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 (220)*
  • Coordinates of all entities are slices of 8.
  • Walls render wider than normal.
  • Fences (excluding the posts) and closed fence gates render completely flat.
  • Doors and open trapdoors render thinner than normal.
  • Iron bars and glass panes render twice as wide than normal.
  • Climbing up ladders and vines is impossible without holding the jump button, and climbing up them while sneaking is extremely slow.
  • It becomes impossible to sneak outside the X/Z axis.
  • Moving in powder snow becomes impossible if you wait too long, though rapidly inputting sprint allows you to escape.
  • The cube inside slime blocks is slightly wider.
  • The cube inside honey blocks is stretched to a full block, which results in a flickering effect.
  • Cakes appear stretched to full block.
  • Fire renders a bit differently.
  • Sea pickles render in slightly different places without stems.
  • Lanterns render wider than usual and without the top part.
  • The logs in campfires render farther apart, overlapping with each other.
  • In brewing stands, the base renders incorrectly and the central pole is invisible.
  • The bases of anvils render incorrectly.
  • The supports of grindstones render incorrectly.
  • The sides of item frames render wider than the top and bottom.
  • Flower pots appear slightly wider.
  • The inside of beacons render incorrectly.
  • The supports of bells render incorrectly.
  • Horizontal end rods render flat, while vertical end rods render only with their bases.
  • The shafts of lightning rods render as flat.
  • Redstone renders slightly differently.
  • Torches become invisible.
  • Buttons placed anywhere other than the sides of blocks are distorted and pushed buttons are pushed all the way into the block.
  • Pressure plates cover an entire block.
  • Redstone repeaters and redstone comparators render without torches.
  • Cocoa beans in the second stage render as wide as mature cocoa beans.
  • Cacti render as full blocks, with gaps at the edges.
  • Bamboo renders wider than normal, flat, or invisible.
  • The dragon egg appears to be more blocky.
  • Turtle eggs are distorted.
  • The small bumps on chorus plant stems disappear.
  • The barrier at Y=-104 is effectively disabled.
  • Walking is as fast as running speed.
  • Leads start appearing as a zigzag.
  • Item frames become 2D.
X/Z ±2,097,152 (221)*
  • Coordinates of all entities are slices of 4.
  • Moving while sneaking becomes impossible.
  • Walking feels bumpy.
  • Dropped items fall through the edges of blocks. Dropped items that land on the edges of lava bounce off without burning; this effect continues into the Stripe Lands.
  • Fence posts are invisible.
  • Open fence gates are completely flat.
  • Lightning rods render entirely flat.
  • Doors and trapdoors render wider than normal.
  • Iron bars and glass panes render completely flat.
  • The supports of scaffolding are invisible.
  • Cauldrons and composters have completely flat walls and whatever is inside them are stretched to fit the top.
  • Flowers begin to distort.
  • The bottom part of hoppers are invisible.
  • Lecterns are wider more than a block.
  • Nether portal blocks are completely flat.
  • Flowers, sweet berry bushes, cobwebs, and tall grass are much smaller than normal.
  • Hanging roots render thinner than normal.
  • All four stages of amethyst buds render thinner than normal.
  • The first stage of cocoa beans is flat.
  • Chorus flowers render as full blocks.
  • The top part of the dragon egg is invisible.
  • The big bumps on chorus plant stems are sightly bigger.
X/Z ±2,812,333
  • Terrain generation partially breaks down at this point. Certain sections of land do not generate any terrain whatsoever, only leaving behind aquifers, generated structures, the lava that replaces all air below Y=-56, and the bedrock layer. Scattered monolith-like strips of land that extend up to approximately Y=250 can also be seen in these areas. These terrain generation breakdowns most often occur in areas that contain mountain biomes.[6]
X/Z ±4,194,304 (222)*
  • Coordinates of all entities are slices of 2.
  • It becomes extremely difficult to traverse the world on foot from here. Players need to use ender pearls, chorus fruit, elytra with fireworks or a Riptide trident (if raining or underwater), horseback, boats, or any method that would be at least five blocks per second normally, meaning moving in normal walking speed is impossible.
  • One can travel on foot past 4,194,304 by jumping one time and sprinting.
  • One cannot jump normally. The Jump Boost effect does not work. Stairs and slabs or blocks less than 0.5 blocks tall are work past this point.
  • Entities less than 0.5 blocks wide (such as items and silverfish) fall through the edges of blocks, but can still stand on the centers. This is likely because the hitbox corners on both sides round to the same coordinates, resulting in a "null" hitbox; however, it is not confirmed.[verify]
  • Status effect particles snap to the center of the player, causing them to bunch around the center of the screen.
  • All stages of amethyst buds are stretched to a full block.
  • The stems of both big dripleaves and small dripleaves become two-dimensional.
  • Eyes of ender placed inside end portal blocks are stretched to cover the entire block.
  • Piston bases are stretched to full block. If retracted, the front "flickers" between the head and base textures.
  • Crops, hanging roots, and seagrass render on the edges of blocks.
  • The second stage of cocoa beans is flat just like the first stage.
  • The third stage of cocoa beans appears stretched as a full block.
  • When the player is in powder snow the screen sometimes flickers fighting trying to see if the player is inside or outside of powder snow even with leather armor on.
  • The second highest top part of the dragon egg is invisible including the highest part.
X/Z ±8,388,608 (223)*
  • Coordinates of all entities are integers, meaning that all entities are on the edges of blocks. As a result, most entities less than 1 block wide except Players always falls through blocks. The only entities that can stand on blocks from this point onward are boats, spiders, horses, iron golems, polar bears, and ravagers, however the player can only fall through blocks if the player rides an entity uses an ender pearl or teleports beyond this coordinate.
    • If only one coordinate exceeds this value, blocks still have collision detection from the side.
    • The player can still be considered "under" blocks, meaning that phantoms do not spawn. Thus, it is theoretically possible to travel to and from the Stripe Lands in survival using above-average in speed horses.
  • The minimum movement speed is increased to ten blocks per second, meaning that sprinting, boats (except in frozen oceans), horses (except for the faster ones mentioned above), and swimming are no longer usable sources of movement.
  • To fly in creative 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 Speed effect does not work, due to MCPE-61425. 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 chests and bells.
    • If both coordinates exceed this value, partial blocks that normally render as 2D this far out become 1-dimensional and are therefore completely invisible.
  • The terracotta strata in badlands biomes become noticeably distorted at this point.
  • The blade of a stonecutter duplicates, with each blade appearing on the edge.
  • Spore blossoms are stretched so that the player sees only half of the flower.
  • Entering active end portals becomes impossible.
  • Previously, cross models would render stretched out (changed from rendering 2D as of an unknown update), however as of 1.16.210 they render flat again.
  • The shadow of signs are at the edge of the block the sign is on.
  • The first and second stage of cocoa beans are either pushed into the block or they render as full blocks.
  • The notes that come from jukeboxes and noteblocks are on the edge of the block.
  • Minecarts can no longer run on powered rails.
  • Chains are stretched to a full block.
  • Caves generate differently.
  • Tripwire string is visible again but stretched to full block.

Examples[]

Game-breaking effects (X/Z ≥±16,777,216)[]

This section is missing information about notable effects beyond the 32-bit limit. 
Please expand the section to include this information. Further details may exist on the talk page.

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 (224)*
  • The floating point precision errors cause only blocks with even coordinates not divisible by 4 to render, and are stretched to 2 blocks wide. This phenomenon is known as the Stripe Lands. In contrast, the Stripe Lands starts at X/Z ±9,007,199,254,740,992 in Java Edition, as the block rendering coordinates use 64-bit doubles instead.
    • Some blocks at other coordinates can render 2-dimensional, but not if they would be rendered on the end of a double-length block. In general, blocks render only if they are "exposed" to air or another see-through block.
    • Coordinates of all entities are multiples of 2.
    • 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.
  • 2D blocks are non-solid, even from the sides. However, ghasts, large slimes, and large magma cubes treat both 2D and 3D blocks as solid because they are more than 2 blocks wide.
  • The game does not properly register when the player is in water if the player' coordinates are divisible by 4. As a result, the player falls through water, is unable to enter swimming, and the fog is black or dark blue. However, water still causes the player to exit gliding, and boats still float.
  • The minimum speed is increased to 20 blocks per second, meaning that slow Creative mode flight and horses are no longer possible to move with, leaving only flight by an elytra (either with firework rockets or a Riptide trident) and teleportation by any means.
  • In any biome where multiple blocks can generate as part of the top surface layer, such as windswept hills and old growth taigas, their surfaces become distorted and start to form blocky shapes. The terracotta strata in badlands biomes also become distorted further. Because the majority of blocks do not render in the stripe lands, this is noticeable only when viewed on a map.
  • Fast Creative mode flight only works if the player looks directly along an axis.
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.[unofficial name] Blocks whose sides are not "exposed", such as the 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.
  • The phenomenon is known as the Stripe Gap Lands.
    • Coordinates of all entities are multiples of 4.
    • It is 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 generate blocks (to place on) without external tools is to use structure blocks.
  • Block rendering essentially stops completely in the Corner Slice Lands;[7] almost all blocks are rendered as one-dimensional, and are therefore impossible to see. Only certain block entities and any normally visible water side textures render in this area which means that due to the end having no liquids the end is almost completely invisible.
  • Water becomes completely non-solid.
  • The minimum movement speed is increased to 40 blocks per second, meaning ender pearls no longer work. Teleportation is now only possible by chorus fruit because teleportation by commands stops at 30 million blocks. Elytras either require a steep angle or a Riptide trident in rain to propel the player. Tridents, arrows shot from bows or crossbows and ender dragons are the only other entities that can move horizontally beyond this point, other than the player.
  • It becomes impossible to shoot any mob which means that channeling enchantment becomes useless.
  • Phantoms can no longer move horizontally.
X/Z ±67,108,864 (226)*
  • The minimum movement speed is increased to 80 blocks per second, meaning that tridents cannot move horizontally and the use of an elytra requires a Riptide trident.
  • It's impossible to look horizontal in 3rd person.
  • Coordinates of all entities are multiples of 8.
  • The visual gaps are 8 blocks wide, thus marking the beginning of the Slice Gap Lands.
X/Z ±134,217,728 (227)*
  • Maximum coordinates where generated structures can generate on mobile devices. However, on Windows, structures continue to generate all the way to the 32-bit integer limit.
  • Coordinates of all entities are multiples of 16, equivalent to one chunk section.
  • The visual gaps are 16 blocks wide, rendering teleportation via chorus fruit impossible.
  • All entities are on the edges of chunks.
  • The minimum movement speed is increased to 160 blocks per second, meaning that arrows cannot move horizontally and Riptide starts to become less usable at low levels.
  • More specifically, Riptide I works only if the player looks directly along an axis and does it many times; with Riptide II you don't have to use it as much to propel yourself.
X/Z ±268,435,456 (228)
  • The minimum movement speed is increased to 320 blocks per second, meaning that levels of Riptide below level II no longer work, and Riptide III barely works.
  • More specifically, Riptide III works only if the player looks directly along an axis and does it many times, and Riptide II only works if the player looks directly along an axis very well and does it normaly at least 50 times.
  • Coordinates of all entities are multiples of 32, equivalent to two chunks section.
  • The visual gaps are 32 blocks wide.
X/Z ±536,870,912 (229)
  • Coordinates of all entities are multiples of 64, equivalent to four chunks section.
  • The visual gaps are 64 blocks wide.
  • Since beta 1.17.30.24, 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 high-end devices can survive at this position.
  • The minimum movement speed is increased to 640 blocks per second, meaning that no method of vanilla movement works, even Riptide III.
X/Z ±1,073,741,824 (230)
  • Coordinates of all entities are multiples of 128, equivalent to eight chunks section.
  • The visual gaps are 128 blocks wide.
  • The minimum movement speed is increased to 1,280 blocks per second meaning that Riptide levels below X no longer work.
  • The world is completely invisible with a render distance of 7 chunks or less.
  • The phenomenon is called the Invisible Stripe Lands.
X/Y/Z ±2,147,483,647 (231 − 1)*
  • The game crashes near this point, as this is above the maximum signed binary integer allowed for 32-bit systems, such as C++. Specifically, the game crashes in about 0.0333 seconds if the player attempts to load a chunk that is within 64 blocks of this limit, so increasing the render distance can crash the game.
X/Z ±2,147,483,648 (231)
  • Coordinates of all entities are multiples of 256, equivalent to 16 chunks section.
  • 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)
  • Coordinates of all entities are multiples of 512, equivalent to 32 chunks section.
  • The visual gaps are 512 blocks wide.
  • The minimum movement speed is increased to 5,120 blocks per second.
X/Z ±8,589,934,592 (233)
  • Coordinates of all entities are multiples of 1,024, equivalent to 64 chunks section.
  • The visual gaps are 1,024 blocks wide.
  • The minimum movement speed is increased to 10,240 blocks per second.
X/Z ±17,179,869,184 (234)
  • Coordinates of all entities are multiples of 2,048, equivalent to 128 chunks section.
  • The visual gaps are 2,048 blocks wide.
  • The minimum movement speed is increased to 20,480 blocks per second.
X/Z ±34,359,738,368 (235)
  • Coordinates of all entities are multiples of 4,096, equivalent to 256 chunks section.
  • The visual gaps are 4,096 blocks wide.
  • The minimum movement speed is increased to 40,960 blocks per second.
X/Z ±68,719,476,736 (236)
  • Coordinates of all entities are multiples of 8,192, equivalent to 512 chunks section.
  • The visual gaps are 8,192 blocks wide.
  • The minimum movement speed is increased to 81,920 blocks per second.
X/Z ±137,438,953,472 (237)
  • Coordinates of all entities are multiples of 16,384, equivalent to 1,024 chunks section.
  • The visual gaps are 16,384 blocks wide.
  • The minimum movement speed is increased to 163,840 blocks per second.
X/Z ±274,877,906,944 (238)
  • Coordinates of all entities are multiples of 32,768 equivalent to 2,048 chunks section.
  • The visual gaps are 32,768 blocks wide.
  • The minimum movement speed is increased to 327,680 blocks per second.
X/Z ±549,755,813,888 (239)
  • Coordinates of all entities are multiples of 65,536, equivalent to 4,096 chunks section.
  • The visual gaps are 65,536 blocks wide.
  • The minimum movement speed is increased to 655,360 blocks per second.
X/Z ±1,099,511,627,776 (240)
  • Coordinates of all entities are multiples of 131,072, equivalent to 8,192 chunks section.
  • The visual gaps are 131,072 blocks wide.
  • The minimum movement speed is increased to 1,310,720 blocks per second.
X/Z ±2,199,023,255,552 (241)
  • Coordinates of all entities are multiples of 262,144, equivalent to 16,384 chunks section.
  • The visual gaps are 262,144 blocks wide.
  • The minimum movement speed is increased to 2,621,440 blocks per second.
X/Z 4,398,046,511,104 (242)
  • Coordinates of all entities are multiples of 524,288, equivalent to 32,768 chunks section.
  • The visual gaps are 524,288 blocks wide.
  • The minimum movement speed is increased to 5,242,880 blocks per second.
X/Y/Z ±9,223,372,036,854,775,807 (263 – 1)
  • The game crashes near this point while using 64-bit systems, as this is above the maximum signed binary integer allowed for 64-bit systems, such as C++. Also, the game crashes if the player attempts to load a chunk beyond this coordinate, so increasing the render distance can crash the game.[verify]

[more information needed]

X/Z ±9,223,372,036,854,775,808 (263)
  • Coordinates of all entities are multiples of 1,099,511,627,776 (240).
  • The visual gaps are 1,099,511,627,776 blocks wide.
  • The minimum movement speed has reached 10,995,116,277,760 blocks per second by this point.
X/Y/Z ±~340,282,366,920,938,463,463,374,607,431,768,211,456 (2128)
  • The maximum 32-bit floating-point integer in Bedrock Edition. Beyond this, it caused the player's coordinates to roll over to read "Infinity" within 32-bit float. It is impossible to go further since this is the physical limit at which the code can render in Bedrock Edition.[verify]

[more information needed]

Stripe Lands[]

The "Stripe Lands" at X/Z 16,777,216.

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 two-dimensional, 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[]

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
  • Particles turn black within 64 blocks of this limit from below, and within 80 blocks from above and return to normal after 80 blocks above this limit. these effects also occur at every power of 2 starting from this limit.
Y ±262,144
  • Floating with levitation I becomes slower than normal.
Y ±524,288
  • Floating with levitation I goes back to normal speed.
  • It's possible to notice jumping being sightly less smooth if the player summons a shulker this high and jumps on the shulker.
Y ±1,048,576
  • Levitation II floating is slightly faster at this point.
  • It becomes impossible to float with levitation I.
Y ±2,097,152
  • Floating upward by holding the jump button with elytra and Slow Falling is no longer possible.
  • There is a delay between when the player exits flight mode while having slow falling and when the player actually starts falling.
  • Floating with Levitation II and lower becomes impossible.
Y ±4,194,304
  • Flying upward in Creative is faster than normal.
  • If the player summons a shulker this high and falls on it, after the player lands on the 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.
  • Floating with Levitation V and lower becomes impossible.
Y ±8,388,608
  • Status effect particles snap to the head, feet, and center of the player, resulting in a glitched animation assuming the player is in first person.
  • Slow Falling causes the player to be stuck in mid-air.
  • Flying upward in Creative is no longer possible, although the player can still fly downward.
  • There is a delay between when the player exits flight mode and when the player actually starts falling.
  • When the player fly's downward in Creative it's way faster than normal.
  • The shulker is considered as a block wide entity so if the player gets on the shulker, the player appears floating above the shulker even in survival mode.
  • Floating with Levitation 11 and lower becomes impossible.
Y ±16,777,216
  • The delay described above is even longer.
  • Flying downward in Creative is no longer possible.
  • Floating with Levitation 22 and lower becomes impossible.
  • It is possible to fly over Border Blocks
Y ±33,554,432
  • The delay to fall is way longer.
  • It's impossible to fly up with elytra with fireworks.
  • Floating with Levitation 44 and lower becomes impossible.
Y ±67,108,864
  • The player becomes stuck in mid-air when trying to fall.
  • in 3rd person the player can only look horizontal or vertical.
  • Floating with Levitation 88 and lower becomes impossible.
Y ±134,217,728
  • Floating with Levitation 177 and lower becomes impossible.
Y ±268,435,456
  • Floating with Levitation 255 is completely impossible.
Y ±2,147,483,647
  • The game crashes near these coordinates on 32-bit devices (see above).
Y ±~3.402824e+38 (2128)
  • The maximum 32-bit floating-point integer in Bedrock Edition. Beyond this, it caused the player's coordinates to roll over to read "Infinity" within 32-bit float. It is impossible to go further since this is the physical limit at which the code can render in Bedrock Edition.[verify]

History[]

Jigsaw Block (top texture) JE2 BE2.png
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Pocket Edition Alpha
v0.10.0build 1Chunk jittering at extreme coordinates no longer occurs.
Bedrock Edition
1.17.30beta 1.17.20.20The Far Lands have been fixed, and terrain beyond X/Z ±12,550,821 for the most part generates normally.
1.18.0beta 1.18.0.22The 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[]

References[]

  1. MCPE-30198 – Cannot move diagonally while sneaking in cobwebs on soul sand while drawing back a bow at excessive coordinates
  2. a b MCPE-102410 – Climbing up ladders and vines while sneaking are slower after X/Z ±131,072
  3. MCPE-102412 – Sunflower slightly glitches after X/Z ±262,144
  4. MCPE-102351 – Rendering error beyond X/Z ±1,048,576
  5. https://youtu.be/-CWqHjVdQXo&t=19s
  6. MCPE-146021 – "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"
  7. https://youtu.be/wurHDkvIKhQ
  8. "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
  9. "So, I've teleported to X=32.000.000... the Stripe Lands?"@_tomcc on Twitter, May 5, 2014
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