Bedrock Edition distance effects

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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 16777216 and 33554432, 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).

First limits (X/Z ±0–65,536)[edit]

Bedrock Edition uses 32-bit floating points for many of its calculations, such as the player's position. When the player moves, the player changes position each tick, and this change is effected 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 ±256 (28) 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. However, this would require nearly 6 real-life days of nonstop gameplay (where one must start over if they exit the game).
X/Z ±512 (29) The slowest method of movement in Survival without standing against a solid block (sneaking while under the effect of Slowness VI [achievable by using the potion of the Turtle Master II] and using an item on blue ice with cobwebs) becomes impossible.[needs in-game testing]
X/Z ±16,384 (214) Extremely minor jitteriness can be first experienced at this point.
X/Z ±32,768 (215) 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 multiples of 0.0078125.

Jitter (X/Z ±131,072–524,288)[edit]

Eventually, some common forms of movement begin to glitch. In addition, blocks with detailed models begin to render incorrectly.

Coordinates Effects
X/Z ±131,072 (217)
  • Coordinates of all entities are multiples of 0.015625.
  • Climbing up ladders and vines while sneaking is slightly slower than normal.[2]
  • Sneaking diagonally starts to become bumpy.
  • Lecterns and tripwire hooks start to become distorted.
X/Z ±262,144 (218)
  • Coordinates of all entities are multiples of 0.03125.
  • Climbing up ladders and vines while sneaking is even slower and less smooth.[2]
  • Sea pickles render with slightly thinner stems than normal.
  • Tripwire string becomes invisible.
  • Sweet berry bushes and cobwebs appear slightly larger.
  • Sunflowers become glitched.
X/Z ±524,288 (219)
  • Coordinates of all entities are multiples of 0.0625.
  • Paintings are placed halfway inside the block, allowing multiple paintings to be placed on the same block.
  • The inner part of item frames render flush along the block.
  • Moving horizontally while on cobwebs becomes impossible.
  • Jitter is noticeable beyond this point.
  • Many mobs are unable to jump on blocks correctly.
  • Sea Turtles can no longer move on land.

3D block model rendering errors (X/Z ±1,048,576–8,388,608)[edit]

Blocks are rendered based on their corners, whose coordinates are 32-bit floating point integers. 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.[3]

In the RTX betas, the lighting is unaffected by floating-point precision errors, although block shapes themselves are incorrect.[4]

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 appear as almost normal X shapes in the modern day game. Also, sunflower heads could previously distort to become square, which also no longer happens; the flower appears detached from the plant instead.

Coordinates Effects
X/Z ±1,048,576 (220)
  • Coordinates of all entities are multiples of 0.125.
  • 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.
  • 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.
  • Redstone renders slightly differently.
  • Torches become invisible.
  • Buttons placed anywhere other than the sides of blocks are distorted and such 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.
X/Z ±2,097,152 (221)
  • Coordinates of all entities are multiples of 0.25.
  • Moving while sneaking becomes impossible.
  • Walking appears jerky.
  • 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.
  • 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.
  • The bottom part of hoppers are invisible.
  • Nether portal blocks are completely flat.
  • Flowers, sweet berry bushes, cobwebs, and tall grass are much smaller than normal.
  • The first stage of cocoa beans is flat.
  • Chorus flowers render as full blocks.
X/Z ±4,194,304 (222)
  • 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 under normal conditions (the minimum speed possible from here is 10 blocks per second), meaning moving in normal walking speed is impossible.
  • One cannot jump normally. The Jump boost effect does not work. Stairs and slabs work past this point.
  • Coordinates of all entities are multiples of 0.5.
  • Entities less than half a block 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.
  • Status effect particles snap to the center of the player, causing them to bunch around the center of the screen.
  • 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 and seagrass render on the edges of blocks.
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, the player, along with other entities less than 1 block wide, 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.
    • 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 Far Lands in survival using horses.
  • To fly in creative the player must sprint or look directly along an axis. The Speed effect does not work, due to MCPE-61425.
  • All 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, blocks become 1-dimensional and are therefore completely invisible.
  • The blade of a stonecutter duplicates, with each blade appearing on the edge.


Hard limits (X/Z ±12,550,821–2,147,483,648)[edit]

Here, the terrain and rendering fundamentally break down to the point where normal gameplay is completely impossible.

Coordinates Effects
X/Z +12,550,821 or -12,550,824 The Far Lands begin at these coordinates.
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.
    • 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.
  • 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 only method of transportation possible is by elytra or by teleportation.
X/Z ±30,000,000 It is impossible to teleport beyond this distance using commands in the vanilla game. Any attempts to teleport further puts the player back to this coordinate. Attempting to use any block placement command results in an error message. Despite this, it is still possible to use structure blocks and the /locate command.
X/Z ±31,999,872 Maximum coordinates reachable in the Overworld via Nether portal.
X/Z ±33,554,432 (225)
  • Horizontal block rendering stops completely, leaving only vertical block rendering in its place, marking the start of the Stripe Gap 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 Stripe Gap Lands;[5] blocks are rendered as one-dimensional, and are therefore impossible to see.
  • Water becomes completely non-solid.
  • To move, the player must glide with elytra at a downward angle of approximately 45 degrees, or use Riptide. Note that because the player is not considered to be "in water", Riptide can only be activated by rain. Tridents and ender dragons are the only other entity that can move horizontally beyond this point. It is therefore impossible to teleport using ender pearls.
X/Z ±67,108,864 (226)
  • The only form of movement possible is with Riptide II or higher. It is also possible to teleport using chorus fruit.
  • Coordinates of all entities are multiples of 8.
  • The visual gaps are 8 blocks wide.
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.
  • The visual gaps are 16 blocks wide.
  • Riptide II can no longer move the player horizontally, and Riptide III only works if the player looks directly along an axis. However, it is still possible to teleport using chorus fruit.
X/Z ±268,435,456 (228)
  • It is impossible for any entity to move horizontally, without modifying the player's flying speed. Teleportation using chorus fruit is impossible.
  • Coordinates of all entities are multiples of 32.
  • The visual gaps are 32 blocks wide.
X/Z ±536,870,912 (229)
  • Coordinates of all entities are multiples of 64.
  • The visual gaps are 64 blocks wide.
  • A large "cone shape" in front of the player disappears from view. This cone is orented along the X or Z axis, rather than the direction the player is facing. It is always compsed of 16x16x16 cubes (essentially sections of chunks).
X/Z ±1,073,741,824 (230)
  • Coordinates of all entities are multiples of 128.
  • The visual gaps are 128 blocks wide.
  • The "cone" in front of the player widens. The world is completely invisible with a render distance of 16 chunks or less.
X/Y/Z ±2,147,483,648 (231) 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 is the player attempts to load a chunk that is within 64 blocks of this limit, so increasing the render distance can crash the game.

Stripe Lands[edit]

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.[6][7] The Stripe Lands starts at X/Z ±16,777,216, under the same terrain effects as Nothingness and Skygrid. 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.

Vertical Limits[edit]

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 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.

Y Coordinates Effect
Y ±65,536
  • The effect particles turn black in each power of 2 after the start of this point and return to normal after 64 blocks.
Y ±1,048,576
  • Levitation floating is slightly faster at this point.
Y ±2,097,152
  • Floating upward by holding the jump button with elytra and Slow Falling is no longer possible.
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 noticeable delay between when the player exits flight mode and when the player actually starts falling.
Y ±16,777,216
  • The delay described above is even longer.
  • Flying downward in Creative is no longer possible.
Y ±30,000,000
  • It is impossible to teleport beyond these coordinates without external tools.
Y ±2,147,483,647
  • The game crashes beyond these coordinates.