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As the player travels far from the world origin in Bedrock Edition, things begin to break.
- 1 First limits (X/Z ±0–65,536)
- 2 Jitter (X/Z ±131,072–524,288)
- 3 3D block model rendering errors (X/Z ±1,048,576–8,388,608)
- 4 Hard limits (X/Z ±12,550,821–2,147,483,648)
- 5 Vertical Limits
- 6 Gallery
- 7 References
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.
|X/Z ±128 (27)
||Maximum coordinates in an old world.
|X/Z ±512 (29)
||Lowest coordinates at which anyone has fallen through the world, although extremely unlikely at this distance.
|X/Z ±1,024 (210)
||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 while in a sweet berry bush that is diagonally over ice with cobwebs) becomes impossible. Combining Slowness VI with Speed -4 (achievable only through commands) results in a slower speed that becomes impossible at X/Z ±256.[verify]
|X/Z ±16,384 (214)
||Extremely minor jiteriness 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. (MCPE-30198)
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.
|X/Z ±131,072 (217)
- Climbing up ladders and vines while sneaking is slightly slower than normal.
- Sneaking diagonally starts to become bumpy.
- Sea pickles will render with slightly wider stems than normal.
- Lecterns, tripwire hooks, and the handle part of levers will start to become distorted.
|X/Z ±262,144 (218)
- Climbing up ladders and vines while sneaking is even slower and less smooth.
- Sea pickles will 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)
- Paintings will be 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 very noticeable beyond this point
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.
|X/Z ±1,048,576 (220)
- 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 will be slightly wider.
- Cakes appear stretched to full block.
- Fire will render a bit differently.
- Sea pickles render in slightly different places without the stem.
- 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 base of anvils will render incorrectly.
- The supports of grindstones will render incorrectly.
- The sides of item frames render wider than the top and bottom.
- Flower pots will be slightly wider.
- The inside of beacons will render incorrectly.
- The supports of bells will render incorrectly.
- Horizontal end rods render flat, while vertical End rods only render with their bases.
- Redstone renders slightly differently.
- Torches become invisible.
- Buttons placed anywhere other than the sides of blocks will be 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)
- Moving while sneaking becomes impossible.
- Walking is very jerky.
- 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 will be 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, horseback, boats, or any method faster than five blocks per second, meaning moving in normal walking speed is impossible.
- Eyes of ender placed inside end portal blocks will be 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)
- The floating precision loss causes every entity to "snap" to the edges of blocks, causing the player, along with most other entities, to always fall through blocks. The only entities that can stand on blocks from this point onward are boats, spiders, horses, iron golems, polar bears, and ravagers.
- Flying diagonally in creative is impossible without sprinting.
- All blocks that normally render as partial blocks are either stretched to become full blocks, or squished to become 2-dimensional.
- 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)
|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 to be rendered, 2-dimensional at multiples of 4, and stretched to 2 blocks wide otherwise. This phenomenon is known as the Stripe Lands. If the player teleports into a location with odd coordinates, all forms of movement (including the camera movement) become impossible.
- The only method of transportation possible is by elytra or sprint-flying.
||It is impossible to teleport beyond this distance using commands in the vanilla game. Any attempts to teleport further will put the player back to this coordinate.
- There is a glitch that allows the player to teleport beyond these coordinates, but it is not known how or when this glitch works.
||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 Slice Lands.
- At this point, the slices are 4 blocks apart, but the gap widths double for every power of 2.
- Water can only be viewed from the side, and becomes non-solid.
- Block rendering stops completely in the Corner Slice Lands.
|X/Z ±67,108,864 (226)
||All entities cannot move horizontally beyond this point. However, it is still possible to teleport using chorus fruit.
|X/Z ±134,217,728 (227)
||Maximum coordinates where generated structures can generate.
|X/Z ±268,435,456 (228)
||Teleportation using chorus fruit is impossible.
|X/Z ±1,073,741,824 (230)
||Slices of rendered blocks become 128 blocks apart, far enough for neighboring slices to be completely invisible with a low render distance.
|X/Y/Z ±2,147,483,648 (231)
||The game crashes beyond this point, as this is above the maximum signed binary integer allowed for 32-bit systems, such as C++.
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.
||Vertical movement that becomes impossible
- Floating due to Levitation ±2.
- Floating due to Levitation ±5.
- Floating due to Levitation ±22.
- Blocks (such as sand and gravel) and dropped items falling.
- Floating due to Levitation ±44.
- Players, mobs, and projectiles falling.
- Floating due to Levitation ±88.[verify]
Fences after X/Z=8388608 (left) and before (right).
Cacti generated near the Far Lands, rendered as full blocks with gaps.
The first screenshot posted of the Stripe Lands, by Tommaso Checchi, at X/Z ± 32,000,000.
The "Stripe Lands" at X/Z ± 16,777,216.
The start of the Stripe Lands at X/Z ±16,777,216.
A frozen ocean biome in the Stripe Lands.
The Stripe Lands in a flat world.
The start of the Corner Stripe Lands.
Overhead view of the Corner "Stripe Lands".
The world beyond X/Z ±134,217,728
The world beyond X/Z ±1,073,741,824