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As the player travels far from the world origin in Bedrock Edition, things begin to break.
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.[1]
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.
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.
Coordinates
Effects
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.
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.
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.
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.
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.
X/Z ±30,000,000
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.
X/Z ±31999872
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.[2]
X/Z ±67,108,864 (226)
All entities cannot move horizontally beyond this point. However, it is still possible to teleport using chorus fruit.
The game crashes beyond this point, as this is above the maximum signed binary integer allowed for 32-bit systems, such as C++.
Vertical Limits
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.