minecraft.wiki-mirror/wiki_backup/stripe lands.txt
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{{cleanup|Organize this page more like [[Java Edition distance effects]] - should allow a lot more in-depth analysis of each effect}}
{{Exclusive|Bedrock}}
{{see also|Java Edition distance effects}}
[[File:Bedrock Edition hard limits map.png|thumb|Map of other distance effects (dramatically not to scale). The Corner Slice Lands still have a bedrock ocean, despite the rendering effectively stopping due to one-dimensional terrain generation.]]
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 [[Wikipedia:Single-precision floating-point format|32-bit floating point numbers]] used for location.
Note: Effects marked with an asterisk (*) are well-known effects. Effects shaded in blue are effects affected at the coordinates other than powers of two. Effects shaded in gray are effects affected beyond the 32-bit integer limit.
== General effects ==
Some effects can occur at any distance but gradually worsen as coordinates increase. 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. A 32-bit floating point uses 23 of these bits for precision (the other 9 are used for the sign and the order of magnitude). Thus, there are 2<sup>23</sup> (8,388,608) possible positions for any given order of magnitude. For example, there are 8,388,608 possible positions between 1 and 2, each {{frac|1|8,388,608}} apart, but there are also 8,388,608 possible positions between 8,388,608 and 16,777,216, each a full block apart. In general, between 2<sup>n</sup> and 2<sup>n+1</sup>, the valid positions are 2<sup>n-23</sup> apart. At higher coordinates, the valid positions are farther apart, so position is less precise. This principle has several implications.
=== Block rendering errors ===
Various blocks are rendered as partial blocks, and the game uses 32-bit floating points to calculate the corners. At high coordinates, these coordinates become offset, causing the block to render incorrectly. Blocks with more detailed models usually become glitched at lower coordinates (a few blocks start to render incorrectly at a relatively low 131,072 blocks), while full blocks continue to render correctly past 8,388,608 blocks, farther out than most partial blocks.
=== Slow movement becomes impossible ===
For an entity to move, it advances a certain distance each tick. At slow speeds or high coordinates, the increase in distance per tick is so little that when rounding to the nearest valid position, the entity is placed at its original position, so it essentially does not move at all. More specificially, between 2<sup>n</sup> and 2<sup>n+1</sup>, an entity's speed is rounded to the nearest multiple of 20×2<sup>n-23</sup>, so it must move at least 10×2<sup>n-23</sup> to actually be considered moving.
There are several ways to slow the players movement, such as [[sneaking]], [[status effect]]s, using an item (e.g. drawing back a [[bow]]), or certain blocks (such as [[cobweb]]s). In addition, moving diagonally decreases the players speed on any given axis. This effect can be amplified by moving almost (but not exactly) along an axis, and by walking into an object, one can do this without changing their coordinate on the other axis. Note that due to trigonometric rounding errors,{{verify|Not 100% sure if this is actually what's going on}} extremely small angles do not cause the player to move as slowly as expected. The slowest form of movement without walking into objects ([[sneaking]] through [[cobweb]] over [[blue ice]] with [[Slowness]] VI while touching [[powder snow]] and drawing back a [[bow]]) becomes impossible at 256 blocks, and coincidentally, the slowest form of movement achievable by walking into an object at a slight angle also becomes impossible at 256 blocks; as a result, both methods must be used to slow the player down if one wishes to observe this effect at lower coordinates.
=== Jitter ===
The game normally runs at 60 frames per second, so when the player moves, the game must calculate the camera position on the intermediate frames between ticks. This is normally not an issue, but if the player is moving close to the slowest possible speed, the camera position on intermediate frames becomes distorted, and the game starts to jitter.
Eventually, the slow speed and precision errors reach a point where the player advances by only one valid position per tick, forcing that the game to render the intermediate frames at exactly the starting or ending position. As a result, the camera moves as though the game ran at 20 frames per second instead of 60.
Since slower speeds become jittery at lower coordinates, it is impossible to say exactly where jitter "starts."
=== Falling through the world ===
At extreme coordinates, small entity hitboxes shrink to width 0, and such entities can fall through the edges of solid blocks. For example, if an entity smaller than {{frac|1|4}} blocks exceeds coordinate 2,097,152, its position is rounded to the nearest quarter. Since its hitbox extends less than {{frac|1|8}} from a valid position in each direction, both sides of the hitbox are rounded to the same position, so the apparent hitbox size is 0.
In addition, it is possible to manipulate hitboxes and fall through the world at much lower coordinates. While the positions of the centers of entities are stored in NBT, the positions of the individual hitbox corners are stored in memory. If the player is crossing a power of 2, these corners may move at different speeds, if they are affected differently by floating point precision errors, thus changing the hitbox size. The hitbox size resets to 0.6 in certain situations, including:{{info needed|Complete list?}}
* Exiting and reloading the world.
* Using the {{cmd|tp}} command.
* Switching between [[walking]], [[sneaking]], [[crawling]], [[swimming]], and [[gliding]] positions.
* Teleporting using [[ender pearl]]s or [[chorus fruit]].
Again, if the player's hitbox size shrinks to 0, it becomes possible to fall through the edges of blocks and into the void ({{bug|MCPE-39299}}). Conversely, it is possible to stretch one's hitbox to several blocks wide.
== Minor effects (X/Z ±1131,071) ==
{| class="wikitable"
|+
!Coordinates
!Effects
|-
|X/Z 0
|
* Coordinates of all entities are slices of 16,777,216 ({{frac|1|16,777,216}} blocks).
|-
|X/Z ±1 (2<sup>0</sup>)
|
* Coordinates of all entities are slices of 8,388,608 ({{frac|1|8,388,608}} blocks).
* It becomes impossible to walk into an object at a 0.02-degree angle through [[cobweb]] over [[blue ice]] with [[Slowness]] VI while touching [[powder snow]].
** Using the above method of movement at (0,0), it is theoretically possible to fall through the world by crossing the X/Z ±1 limit. However, it is almost impossible to do at these coordinates, as it takes nearly 6 real-life days of nonstop gameplay (where one must start over if they exit the game).
|-
|X/Z ±2 (2<sup>1</sup>)
|
* Coordinates of all entities are slices of 4,194,304 ({{frac|1|4,194,304}} blocks).
|-
|X/Z ±4 (2<sup>2</sup>)
|
* Coordinates of all entities are slices of 2,097,152 ({{frac|1|2,097,152}} blocks).
|-
|X/Z ±8 (2<sup>3</sup>)
|
* Coordinates of all entities are slices of 1,048,576 ({{frac|1|1,048,576}} blocks).
|-
|X/Z ±16 (2<sup>4</sup>)
|
* Coordinates of all entities are slices of 524,288 ({{frac|1|524,288}} blocks).
|-
|X/Z ±32 (2<sup>5</sup>)
|
* Coordinates of all entities are slices of 262,144 ({{frac|1|262,144}} blocks).
|-
|X/Z ±64 (2<sup>6</sup>)
|
* Coordinates of all entities are slices of 131,072 ({{frac|1|131,072}} blocks).
|-
|X/Z ±128 (2<sup>7</sup>)
|
* Coordinates of all entities are slices of 65,536 ({{frac|1|65,536}} blocks).
|-
|X/Z ±256 (2<sup>8</sup>)
|
* Coordinates of all entities are slices of 32,768 ({{frac|1|32,768}} blocks).
* The slowest method of travel becomes impossible, sneaking on [[blue ice]] with [[cobweb]]s while touching [[powder snow]] and under the effect of [[slowness]] VI while using an item.
* It becomes impossible to walk into an object at a 0.0025-degree angle. As discussed before, lower angles do not yield similar results at lower coordinates.
|-
|X/Z ±512 (2<sup>9</sup>)
|
* Coordinates of all entities are slices of 16,384 ({{frac|1|16,384}} blocks).
* Sneaking on [[blue ice]] with [[cobweb]]s and under the effect of [[slowness]] VI while using an item becomes impossible.
|-
|X/Z ±1,024 (2<sup>10</sup>)
|
* Coordinates of all entities are slices of 8,192 ({{frac|1|8,192}} blocks).
* Sneaking on [[blue ice]] with [[cobweb]]s and under the effect of [[slowness]] V while using an item becomes impossible.
|-
|X/Z ±2,048 (2<sup>11</sup>)
|
* Coordinates of all entities are slices of 4,096 ({{frac|1|4096}} blocks).
|-
|X/Z ±4,096 (2<sup>12</sup>)
|
* Coordinates of all entities are slices of 2,048 ({{frac|1|2048}} blocks).
* Sneaking on [[blue ice]] with [[cobweb]]s while using an item becomes impossible.
|-
|X/Z ±8,192 (2<sup>13</sup>)
|
* Coordinates of all entities are slices of 1,024 ({{frac|1|1024}} blocks).
* [[Cobweb|Cobwebs]] become 1 block wide (They are 0.998 blocks wide at lower coordinates.)
|-
|X/Z ±16,384 (2<sup>14</sup>)
|
* Coordinates of all entities are slices of 512 ({{frac|1|512}} blocks).
* It becomes impossible to move in [[Cobweb|cobwebs]] on [[Blue Ice|blue ice]] while using an item.
* Very minor jittering during movement can be experienced beyond this point.
|-
|X/Z ±32,768 (2<sup>15</sup>)
|
* Coordinates of all entities are slices of 256 ({{frac|1|256}} blocks).
* It becomes impossible to sneak diagonally on top of [[Soul Sand|soul sand]] with [[Cobweb|cobwebs]] while drawing back a [[bow]].<ref>{{bug|MCPE-30198||Cannot move diagonally while sneaking in cobwebs on soul sand while drawing back a bow at excessive coordinates}}</ref>
|-
|X/Z ±65,536 (2<sup>16</sup>)
|
* Coordinates of all entities are slices of 128 ({{frac|1|128}} blocks).
* It becomes impossible to sneak diagonally on top of [[Soul Sand|soul sand]] with [[Cobweb|cobwebs]].
* Sneaking vertically and out starts to become jittery.
|}
== Medium effects (X/Z ±131,0721,048,575) ==
Eventually, some common forms of movement begin to glitch. In addition, blocks with detailed models begin to render incorrectly.
{| class="wikitable"
|+
!Coordinates
!Effects
|-
|X/Z ±131,072 (2<sup>17</sup>)*
|
* Coordinates of all entities are slices of 64 ({{frac|1|64}} blocks).
* Climbing up [[ladder]]s, [[vine]]s, [[twisting vine]]s, and [[weeping vine]]s while sneaking is slightly slower than normal if climbing by walking against a block.<ref name="slowladder">{{bug|MCPE-102410||Climbing up ladders and vines while sneaking are slower after X/Z ±131,072}}</ref>
* Sneaking diagonally starts to become jittery.
* [[Lectern]]s and [[tripwire hook]]s start to become distorted.
* When the player stops walking, they are bumped.
* [[Fire]] on top of a block melts surrounding [[ice]].
|-
|X/Z ±262,144 (2<sup>18</sup>)*
|
* Coordinates of all entities are slices of 32 ({{frac|1|32}} blocks).
* Climbing up ladders and vines while sneaking is even slower and less smooth.<ref name=slowladder/>
* 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.
* [[Sunflower]]s become glitched and are Z-fighting on the X-axis. They don't become glitched on the Z-axis.<ref>{{bug|MCPE-102412||Sunflower slightly glitches after X/Z ±262,144}}</ref>
* Sneaking in soul sand with a spyglass stops movement.
* Sneaking in all directions is bumpier.
|-
|X/Z ±524,288 (2<sup>19</sup>)*
|
* Coordinates of all entities are slices of 16 ({{frac|1|16}} blocks).
* All entities are on the edges of block pixels.
* [[Painting]]s are pushed half a pixel into the block causing the painting to turn black.
* The inner part of [[item frame]]s render flush along the block, which means that the inner part of [[item frames]] become 2D.
* Moving horizontally while on [[cobwebs]] becomes impossible without the [[Weaving]] effect.
* Moving in [[powder snow]] becomes entirely impossible while sneaking.
* Jitter is easily noticeable beyond this point.
* Most [[mob]]s are unable to jump on blocks correctly.
* [[Sea turtle]]s and [[axolotl]]s can no longer move on land.
* The top part of [[candle]]s renders incorrectly.
* It becomes impossible to sneak outside the X/Z axis on [[soul sand]].
* The stem of [[mangrove propagule]]s render incorrectly.
* [[Leads]] start to become easily noticeably distorted.
* Walking is slightly slower than normal.
* It starts to become harder to go from walking to sprinting on an axis.
|}
=== Examples ===
<gallery>
File:Distorted tripwire hook.png|Tripwire hooks appear distorted past X/Z ±131,072.
File:Glitching sunflowers.mp4|Sunflowers glitch after X ±262,144.
File:Further distorted tripwire hook.png|The top part of the metal hook is thin and further distorted after X/Z ±262,144.
File:Item frame beyond 524,288.png|Inner part of item frames become 2D after X/Z ±524,288.
File:Candles beyond 524,288.png|Top part of candles rendering incorrectly beyond X/Z ±524,288.
File:Black painting beyond 524,288.png|Paintings turn black beyond X/Z ±524,288.
File:Black painting beyond 524,288 different effect.png|Paintings are pushed half a pixel into the block beyond X/Z ±524,288.
File:Thin tripwire hook.png|Metal hook of tripwire hooks are thin beyond X/Z ±524,288.
</gallery>
== Major effects (X/Z ±1,048,57616,777,215) ==
{{outdated|The mountain terrain breakdown appears to have been fixed, it affects 1.21.0.21 but not 1.21.40.22}}
{{info needed section|the following features and effects:
* Leads
* Cave generation
* Raycasting, which seems to result in incorrect blocks being targeted
* In older versions, vines start to experience Z-fighting beyond a certain position}}
Blocks are rendered based on their corners, whose coordinates are 32-bit floating point numbers. Generally, these are multiples of {{frac|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<sup>20</sup>), and blocks continue to render incorrectly as the coordinates go even farther out. However, there is never any vertical distortion.<ref>{{bug|MCPE-102351||Rendering error beyond X/Z ±1,048,576}}</ref>
When RTX is enabled, the lighting is unaffected by floating-point precision errors, although block shapes themselves are incorrect.<ref>{{ytl|-CWqHjVdQXo|t=19s}}</ref>
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 [[flower]]s 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 [[Bedrock Edition 1.16.220|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.
{| class="wikitable"
|+
!Coordinates
!Effects
|-
|X/Z ±1,048,576 (2<sup>20</sup>)*
|
* Coordinates of all entities are slices of 8 ({{frac|1|8}} blocks).
* [[Wall]]s render wider than normal.
* [[Fence]]s (excluding the posts) and closed [[fence gate]]s render completely flat.
* [[Door]]s and open [[trapdoor]]s render thinner than normal.
* [[Iron bars]] and [[glass pane]]s render twice as wide than normal.
* Climbing up ladders and vines 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 block]]s is slightly wider.
* The cube inside [[honey block]]s is stretched to a full block, which results in a flickering effect.
* [[Cake]]s appear stretched to full block.
* [[Fire]] renders a bit differently.
* Sea pickles render in slightly different places without stems.
* [[Lantern]]s render wider than usual and without the top part.
* The logs in [[campfire]]s render farther apart, overlapping with each other.
* In [[brewing stand]]s, the base renders incorrectly and the central pole is invisible.
* The bases of [[anvil]]s render incorrectly.
* The supports of [[grindstone]]s render incorrectly.
* The sides of item frames render wider than the top and bottom.
* [[Flower pot]]s appear slightly wider.
* The inside of [[beacons]] render incorrectly.
* The supports of [[bell]]s render incorrectly.
* Horizontal [[end rod]]s render flat, while vertical end rods render only with their bases.
* The shafts of [[lightning rod]]s render as flat.
* [[Redstone]] renders slightly differently.
* [[Torch]]es become invisible.
* [[Button]]s placed anywhere other than the sides of blocks are distorted and pushed buttons are pushed all the way into the block.
* [[Pressure plate]]s cover an entire block.
* [[Redstone repeater]]s and [[Redstone comparator]]s 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 blockier.
* [[Turtle egg]]s are distorted.
* The small bumps on [[chorus plant]] stems disappear.
* Medium amethyst buds are slightly smaller than normal.
* Walking is faster than normal.
* The stem of [[mangrove propagule]]s render twice as wide as normal.
* [[Sniffer egg]]s become stretched to full block.
* The first stage of [[pitcher pod]]s render wider than normal.
* The second, third, and fourth stages of [[pitcher pod]]s are smaller than normal.
* Ladders and vines become pushed into the block it is connected to.
|-
|X/Z ±2,097,152 (2<sup>21</sup>)*
|
* Coordinates of all entities are slices of 4 ({{frac|1|4}} blocks).
* Moving while [[sneaking]] becomes completely impossible.
* Walking feels very 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.
* [[Cauldron]]s and [[composter]]s have completely flat walls and whatever is inside them are stretched to fit the top.
* Flowers begin to distort.
* The bottom part of [[hopper]]s are invisible.
* Lecterns are wider more than a block.
* [[Nether portal block]]s 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 flower]]s render as full blocks.
* The top part of the dragon egg is invisible.
* The big bumps on [[chorus plant]] stems are bigger.
* The stem of [[Mangrove propagule]]s are invisible.
* [[End rod]]s become invisible.
* Climbing up ladders and vines becomes impossible without holding the jump button.
|-
| style="color: #201b38; background: #ddddff" | X/Z ±2,812,333
|
* Terrain generation partially breaks down at this point. Certain sections of land do not generate any terrain whatsoever, leaving behind [[aquifer]]s, [[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.<ref>{{bug|MCPE-146021||Mountains won't generate higher in high distances, instead it will generate a deep, glitched hole that sometimes generates aquifers|Won't Fix}}</ref>
* Depending on what platform/console you are on (whether that be Xbox, PlayStation, etc.), these terrain breakdowns differ between terrain-less areas and monolith-like strips. For example, on PlayStation, these breakdowns result in monolith-like strips of land, while on Xbox, they do not generate any terrain at all. On Nintendo Switch, the breakdown does not happen at all and on PC and Mobile it could be both, but the terrain generates never normal on PC and Mobile.
|-
|X/Z ±4,194,304 (2<sup>22</sup>)*
|
* Coordinates of all entities are slices of 2 ({{frac|1|2}} blocks).
* It becomes extremely difficult to traverse the world on foot from here. In order to continue navigating around the world, Players need to use [[ender pearl]]s, [[chorus fruit]], [[elytra]] with [[firework]]s or a [[Riptide]] [[trident]] (if raining or underwater), horseback, [[boat]]s, 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 [[slab]]s or blocks less than 0.5 blocks tall still work past this point.
* Moving while [[sprinting]] works only if the player looks directly into an axis and is faster than normal.
* Entities less than 0.5 blocks wide (such as [[Item (entity)|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 block]]s 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.
* [[Swimming]] only works if the player is near a [[dolphin]], or with the [[Speed]] effect{{verify|does the Speed effect affect swimming speed?}}.
* The second highest top part of the [[dragon egg]] is invisible including the highest part.
* [[Heavy core]]s become stretched to a full block.
|-
|X/Z ±8,388,608 (2<sup>23</sup>)*
|
* Coordinates of all entities are integers (1 block), meaning that all entities are on the edges of blocks. As a result, most entities less than 1 block wide including [[Players]] always fall through blocks. The only entities that can stand on blocks from this point onward are [[boat]]s, [[minecart]]s on rails (when placed correctly), [[spider]]s, [[horse]]s, [[iron golem]]s, [[polar bear]]s, and [[ravager]]s. The player falls through blocks if the player rides an entity other than the ones described above, 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 [[phantom]]s do not spawn. Thus, it is theoretically possible to travel to and from the Stripe Lands in survival using above-average in speed [[horse]]s.
* 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 {{bug|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 [[chest]]s and [[bed]]s
** 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 start to become distorted at this point.
* The blade of a [[stonecutter]] duplicates, with each blade appearing on the edge.
* [[Spore blossom]]s are stretched so that the player sees only half of the flower.
* Entering active [[end portal]]s 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 first and second stage of [[cocoa beans]] are pushed into the block when placed horizontally and render as full blocks when placed vertically.
* Riding [[Minecart]]s on active [[powered rail]]s becomes impossible.
* [[Chain]]s are stretched to a full block.
* [[Mangrove propagule]]s are stretched to 2 blocks wide.
|}
=== Examples ===
<gallery>
File:BEFenceGlitch.png|Fence texture renders flat
File:BEFenceGateGlitch.png|Fence gate texture renders flat after X/Z ±2,097,152
File:CactusRenderingErrorBE.png|Cacti incorrectly render as full blocks, with gaps at the edges
File:BEComposterCauldronRenderError.png|Cauldron and composter have completely flat walls
File:OutpostFenceRenderError.png|Fence post renders invisible in a pillager outpost beyond X/Z ±2,097,152
File:Thick tripwire hook.png|Tripwire hook becomes thick beyond X/Z ±1,048,576
File:Highway streetlight shaped tripwire hook.png|Tripwire hook base becomes flat beyond X/Z 2,097,152
File:BE Terrain Breakdown - Void.png|Terrain failing to generate beyond X/Z ±2,812,333, exposing [[aquifer]]s to the surface
File:Screenshot 2022-06-22 3.23.08 PM.png
File:2022-06-23 (17).png|An Ancient City exposed by the terrain failing.
File:2022-09-10 (11).png|A Woodland Mansion and Pillager Outpost generating in the failed terrain.
File:2022-09-10 (12).png|Same world, different angle.
File:2022-09-10 (8).png|The "border" of the terrain failure, at 2,812,333 blocks.
File:2022-09-10 (9).png|Different angle.
File:2022-09-10 (10).png|Different angle.
File:2022-06-23 (1).png|Terrain failing near the Stripe Lands.
File:BE Terrain Breakdown - Monolith.png|[[Monolith]]-like structures generating beyond X/Z ±2,812,333
File:Screenshot 2022-06-22 3.23.34 PM.png
File:SplitStonecutterError.png|Stonecutters blade duplicates on the edge after X/Z ±8,388,608
File:Image5.png|Same world, different angle.
File:Image0.png|At exactly 2,812,333 blocks on mobile.
File:Image2.png|At exactly 8,388,608 blocks, where flowers become 2-dimensional.
File:Image1.png|Same location, different angle.
File:Beyond some point crops become 2d on each side.png|Beyond some point crops become 2d on each side
File:Screenshot 2024-11-30 164219.png|alt=Torches become 2d after 2 ^ 20 or 1,048,576 so when one torch leans on the z well it does but on the x it doesn't past this coordinate. after that coordinate on the x if it tries to lean it just levitates as a 2d torch LOL|Torches become 2d after 1,048,576 or 2 to the power of <small>''20''</small>
File:Screenshot 2024-11-30 175123.png|Every block / entities / items in the game after/before 1,048,576 that glitches out
</gallery>
== Game-breaking effects (X/Z ≥±16,777,216) ==
{{info needed section|notable effects beyond the 32-bit limit (X/Z ≥2,147,483,648)}}
Here, the rendering fundamentally breaks down to the point where normal gameplay is completely impossible.
{| class="wikitable"
|+
!Coordinates
!Effects
|-
|X/Z ±16,777,216 (2<sup>24</sup>)*
|
* The floating point precision errors cause only blocks with even coordinates not divisible by 4 to render, and are stretched to 2 blocks wide. Blocks at other coordinates are rounded to the nearest multiple of 4 and render 2 dimensional. Blocks render only if they are "exposed" to air or another see-through block. 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. In the Corner Stripe lands, blocks with both coordinates 2 mod 4 render double length and double width, blocks with 1 such coordinate render 2D and double length, and blocks with no such coordinate render 1D (thus, the block is completely invisible unless the player is inside it.
** 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, [[ghast]]s, large [[slime]]s, and large [[magma cube]]s treat both 2D and 3D blocks as solid because they are more than 2 blocks wide.
* The game doesn't recognize that the player is in [[water]] if the player's coordinates are a multiple of 4, causing the player to fall through water and into the [[void]].
** In the Corner Stripe Lands, water is recognized only if both X and Z coordinates are not a multiple of 4.
* The minimum speed is increased to 20 blocks per second, meaning that it is no longer possible to move using regular Creative mode flight or with [[horse]]s, leaving only flight by an elytra (either with [[firework rocket]]s or a Riptide trident) and teleportation by any means.
** Moving using fast Creative mode flight is still possible, but only if the player looks directly into an axis.
* In any biome where multiple blocks can generate as part of the top surface layer, such as [[windswept hills]] and [[old growth taiga]]s, their surfaces become distorted and start to form blocky shapes. The terracotta strata in [[badlands]] biomes have also become further distorted. Because the majority of blocks do not render in the Stripe Lands, this is noticeable only when viewed on a map.
|-
| X/Z ±33,554,432 (2<sup>25</sup>)*
|
* Horizontal block rendering stops completely, leaving only vertical block rendering in its place, marking the start of the Slice Lands.{{conjecture|tag=1}} Blocks whose sides are "concealed", such as 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.
** Coordinates of all entities are multiples of 4.
** It has become 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 block]]s.
* Block rendering essentially stops completely in the Corner Slice Lands;<ref>{{ytl|wurHDkvIKhQ}}</ref> almost all blocks are rendered as one-dimensional, and are therefore impossible to see, although some particles emitted from specific blocks, like torches, could still indicate their presence. Only certain [[block entities]] and any normally visible [[water]] side textures render in this area, which means that, due to the End having no water nor lava, it is almost completely invisible.
* The minimum movement speed is increased to 40 blocks per second, meaning [[ender pearls]] no longer work. Teleportation is now possible only by chorus fruit because teleportation by commands stops at 30,000,000 blocks. Elytras either require a steep angle or a Riptide trident in rain to propel the player. [[Trident]]s, [[arrow]]s shot from [[bow]]s or [[crossbow]]s and [[ender dragon]]s are the only other entities that can move horizontally beyond this point, other than the player. Ghasts can no longer move horizontally either, but they do remain airborne without ever falling into the void, while moving vertically.
*On some low-end devices, the world does not render anymore, and if the Player teleports back to X/Z 0, the player can't interact with the World anymore, and has to relog
|-
|X/Z ±67,108,864 (2<sup>26</sup>)*
|
* The minimum movement speed is increased to 80 blocks per second, meaning that thrown [[trident]]s cannot move horizontally and the use of an [[elytra]] requires a [[Riptide]] trident. It is possible to move only when raining.
* It becomes impossible to look horizontally in third person view.
* Coordinates of all entities are multiples of 8.
* The game crashes at this point if the world is in any version below 1.18 without the "Caves And Cliffs" experiment feature on, this is possible only by using an NBT editor.
* If both X and Z exceed this value, setting the player to third person view causes the game to crash.
|-
|X/Z ±134,217,728 (2<sup>27</sup>)*
|
* Coordinates of all entities are multiples of 16, equivalent to one chunk section.
* The visual gaps are 16 blocks wide.
* All entities are on the edges of chunks.
* The minimum movement speed is increased to 160 blocks per second, meaning that [[arrow]]s 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. Even ender dragons can no longer move horizontally either, but they do remain airborne, similarly to ghasts.
* Teleportation using [[chorus fruit]] becomes impossible.
|-
|X/Z ±268,435,456 (2<sup>28</sup>)
|
* Coordinates of all entities are multiples of 32, equivalent to two chunks section.
* The visual gaps are 32 blocks wide.
* The minimum movement speed is increased to 320 blocks per second, meaning that levels of [[Riptide]] below level II no longer work, and Riptide II barely works. More specifically, [[Riptide]] II works only if the player looks directly along an axis and does it many times.
|-
|X/Z ±536,870,912 (2<sup>29</sup>)
|
* Coordinates of all entities are multiples of 64, equivalent to four chunks section.
* The visual gaps are 64 blocks wide.
* Since [[Bedrock Edition beta 1.17.30.24|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 not a single method of vanilla movement works anymore, even [[Riptide]] III.
* In versions older than 1.18, frustum culling loosed its precision, which made areas directly in front of the player not render.
|-
|X/Z ±1,073,741,824 (2<sup>30</sup>)
|
* 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 IX no longer work.
* The world is completely invisible with a render distance of 7 chunks or less.
* Due to the immense distance of the gaps, these Stripe Lands essentially become the Invisible Stripe Lands.
|-
| X/Y/Z ±[[Wikipedia:2,147,483,647#In computing|2,147,483,647]] (2<sup>31</sup> 1)*
|
* The game crashes near this point, as this is above the maximum value for a signed 32-bit binary integer in C++. Specifically, the game crashes if the player attempts to load a chunk that is within 64 blocks of this limit, so increasing the render distance can make the rendering limit get closer and crash the game.
* In older versions, teleporting a few blocks just before this limit causes the player to get stuck in a glitched position after a few seconds, being unable to move in any direction (althrough moving the camera is still possible). This happens especially with a high render distance.
|-
! colspan="2" | 2<sup>31</sup> and beyond
|-
| style="color: #222222; background: #dddddd" | X/Z 281,474,976,710,656 (2<sup>48</sup>)
|
* Coordinates of all entities are multiples of 33,554,432, equivalent to 2,097,152 chunks section.
* The visual gaps are 33,554,432 blocks wide.
* The minimum movement speed is increased to 335,544,320 blocks per second.
** At this point, it would require achieving speeds greater than the speed of light to move, which is approximately 299,792,458 blocks per second, and impossible to achieve in real life, assuming tachyons, particles that are theorized to always travel faster than light, do not exist.
|-
| style="color: #222222; background: #dddddd" | X/Z 53,905,378,846,979,748
|
* The Far Lands would presumably start at this distance, give or take billions of blocks of offset, since the terrain's generation algorithms, involving high, low and selector noise generators, use 64-bit floats.
*The Corner Far Lands would presumably look like The Stack from Java Edition.
* It's unclear if the Far Lands would still break down, or if the Depth Noise Far Lands, Farther Lands, Fartherer Lands and Farthest Lands would exist.
|-
! !!
|-
| style="color: #222222; background: #dddddd" | X/Y/Z ±9,223,372,036,854,775,807 (2<sup>63</sup> 1)
|
* The game, assuming it were patched to use 64-bit floats, would crash near this point while using 64-bit systems, as this is above the maximum value for a signed 64-bit binary integer in C++. The game would also crash if the player attempts to load a chunk beyond this coordinate, so increasing the render distance can make the rendering limit get closer, resulting again in a crash.{{verify}}
{{info needed}}
|-
| style="color: #222222; background: #dddddd" | X/Z ±9,223,372,036,854,775,808 (2<sup>63</sup>)
|
* Coordinates of all entities are multiples of 1,099,511,627,776 (2<sup>40</sup>).
* 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.
|-
! !!
|-
| style="color: #222222; background: #dddddd" | X/Z ±340,282,366,920,938,463,463,374,607,431,768,211,456 (2<sup>128</sup>)
|
* This is the maximum value for a 32-bit floating-point number in C++. Beyond this point, the player's coordinates would roll over to read "Infinity," as the 32-bit float has run out of bits to represent coordinate data. It's impossible to go further than this point, as a value of "Infinity" would break rendering code in Bedrock Edition. It is even likely that this would overflow to read "NaN" (not a number), which, again, would break rendering code and result in unpredictable behavior, such as visual glitches, invalid positioning and even the game crashing as a result.{{verify}}
|-
|style="color #222222; background: #dddddd" | X/Z A few quintillions
|
*Caves at this point would generate only as single hollowed-out blocks, every 2, 4 and so on.
{{info needed}}
|}
=== Stripe Lands ===
[[File:Stripe Lands Swamp.jpg|thumb|197x197px|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.<ref name="StripeLands">{{reddit|name=stripe lands|sub=MCPE|24sshy/no_far_lands_how_about_the_stripe_lands|chah6ah|context=3|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.|mojang_tommo|May 5, 2014}}</ref> 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. Until 1.18, at ±536,870,912, a large "cone shape" in front of the player disappeared from view. This cone was oriented along the X or Z axis, rather than the direction the player is facing. It was always composed of 16×16×16 cubes (essentially sections of chunks). This was presumably caused due to fructum culling losing precision.
=== Examples ===
<gallery>
File:Stripe Lands.jpg|The first screenshot posted of the Stripe Lands, by [[Tommaso Checchi]], at X/Z 32,000,000.<ref>{{tweet|tomcc|463398793723928576|So, I've teleported to X{{=}}32.000.000... the Stripe Lands?|May 5, 2014}}</ref>
File:Village in Nothingness.png|A village in the corner stripe Lands.
File:Jungle Temple in Nothingness.png|A jungle temple in the corner stripe Lands.
File:Fossils in the Stripe Lands.jpg|Some [[fossil]]s that have generated in the Corner Stripe Lands.
File:PoolloverNathan.DiscombobulatedWorld.png|Overhead view of the Corner Stripe Lands.
File:Stripe lands and 2d lands.png|The 25-bit boundary area in the form of 2d lands and Stripe Lands.
File:Nether dot chunk.png|At the integer X / Y: 24-bit position, The nether begins to strip and becomes a dot chunk.
File:SavannaVillageAtStripeLands (MinecraftEdu).png|A savanna village at the Stripe Lands at X/Z 16,777,216. Any structure that generates past this limit is rendered as two-dimensional.
File:SavannaVillageAtStripeLands2 (MinecraftEdu).png|The previous screenshot at the opposite angle.
File:Polar Bear Corner Stripe Lands.png|A cold biome in the corner Stripe Lands. 2 polar bears are visible. They don't fall into the void.
File:Screenshot 2022-06-22 2.39.52 PM.png|After 1.17.0, when the terrain cutoff was removed.
File:2022-06-23 (14) (1).png|A village near the Stripe Lands.
File:2022-06-23 (14).png|Terrain failing in the Stripe Lands.
File:2022-06-23 (16).png|Terrain failing in the Corner Stripe Lands.
File:Image4.png|The monolith-like terrain bug in the Stripe Lands.
File:Image3.png|The monolith-like structure in the Corner Stripe Lands.
File:2022-06-23 (4).png|A cave in the Stripe Lands.
File:Pillagernearstripelands.png|A Pillager Outpost in the Stripe Lands. To the left of the image, you can see an area where terrain has failed.
File:City stripe lands.png|A Sculk Sensor and a Sculk Shrieker in the Stripe Lands.
File:2022-09-10 (14).png|A high shot of the Stripe Lands.
File:Zombie_village_in_the_Stripe_Lands_in_MCPE_1.1.5.png|A [[zombie village]] generated in the Stripe Lands in [[Pocket Edition 1.1.5]]
Stripe lands demo.png|Some blocks blended in the stripe lands.
</gallery>
== 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=-104. Beyond this entities can move only vertically using the "fall through the world" glitch, or teleporting below Y=-104. 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.
{| class="wikitable"
!Coordinates
!Effect
|-
|Y ±65,536
|
* [[Particles]] turn black or dull green depending on the time of day within 64 blocks of this limit, this occurs at every power of 2 starting from this point.{{Verify}}
* [[Snow]] starts to have a jittery movement beyond this point.
|-
|Y ±131,072
|
* Opening the inventory is impossible if the player hits this point between ±131,072 and ±262,144, the inventory still works if the player teleports beyond ±262,144, but not below that point.{{Verify}}
|-
|Y ±262,144
|
* Floating with [[levitation]] I becomes slightly slower than normal.
* It becomes impossible for [[Chicken]]s to fall with [[Slow Falling]].
|-
|Y ±524,288
|
* Floating with [[levitation]] I becomes slightly faster then normal.
* It becomes possible to notice jumping being less smooth.
|-
|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.
* Slightly looking upward while gliding with [[elytra]] could keep your height constant.
|-
|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.
* Flying downward in Creative is much faster than normal.
* Floating with [[Levitation]] XI (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]] XXII (22) and lower becomes impossible.
* It is possible to fly over [[Border|Border Blocks]]
|-
|Y ±33,554,432
|
* The delay described above is over twice as long as the previous one.
* Floating with [[Levitation]] XLIV (44) and lower becomes impossible.
* Flying upward with [[elytra]] and [[firework rockets]] becomes impossible.
* [[Snow]] particles become suspended in the air.
|-
|Y ±67,108,864
|
* It becomes impossible to Fall.
* Floating with [[Levitation]] LXXXVIII (88) and lower becomes impossible.
* Flying upward with [[elytra]] and jump button in Creative becomes impossible.
|-
|Y ±134,217,728
|
* Floating with [[Levitation]] CLXXVII (177) and lower becomes impossible.
* It becomes impossible to look up or down in 3rd person.
|-
|Y ±268,435,456
|
* Floating with [[Levitation]] CCLV (255) becomes impossible since 255 is the maximum vanilla level possible.
|-
|Y ±536,870,912
|
* Since [[Bedrock Edition beta 1.17.30.24|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.
* In older versions (before 1.2), rain particles become supended in the air beyond this point.
|-
|Y ±2,147,483,647
|
* The game crashes near these coordinates on 32-bit devices (see above), although, a few frames are rendered before it crashes.
*although, the position is 64-bit, there can be a few frames left when you teleport here.
|-
! !!
|-
| style="color: #222222; background: #dddddd" | Y ±340,282,366,920,938,463,463,374,607,431,768,211,456 (2<sup>128</sup>)
|
* The maximum 32-bit floating-point integer in Bedrock Edition. Beyond this point, the player's coordinates would roll over to read "Infinity," as the 32-bit float has run out of bits to represent coordinate data. It's impossible to go further than this point, as a value of "Infinity" would break rendering code in Bedrock Edition. It is even likely that this would overflow to read "NaN" (not a number), which, again, would break rendering code and result in unpredictable behavior, such as visual glitches, invalid positioning and even the game crashing as a result.{{verify}}
|}
== History ==
{{stub section}}
{{HistoryTable
|{{HistoryLine|pocket alpha}}
|{{HistoryLine||v0.1.0|In this version, the player can teleport up to 2^128 (3.4x10^38) on the Y axis.|It is unknown if this also applies to the X and Z axes as well.}}
|{{HistoryLine||v0.9.0|dev=build 1|Due to the implementation of infinite worlds{{verify}}, it's no longer possible to teleport beyond the 32-bit integer limit on any axis, as the game crashes when reaching the limit.}}
|{{HistoryLine||v0.10.0|dev=build 1|Chunk jittering at extreme coordinates no longer occurs.}}
|{{HistoryLine||?<!-- after 0.12.1 -->|The block selection highlight no longer distorts at high coordinates.}}
|{{HistoryLine||v0.14.2|Block rendering now breaks at very high coordinates.}}
|{{HistoryLine||v0.15.0|dev=build 1|Blocks now render correctly at very high coordinates again.}}
|{{HistoryLine|bedrock}}
|{{HistoryLine||?<!-- after 1.2 and before 1.16-->|The game no longer freezes after a few seconds when the player is at a very high distance in the Nether.}}
|{{HistoryLine||1.16.220|dev=beta 1.16.220.50|<!-- seed: 541775703, coords: 52900, 208, -2863312 -->The terrain of the newly-introduced [[mountains]] partially breaks down starting at X/Z ±2,863,313. Areas that are normally high enough to generate [[jagged peaks]] or [[frozen peaks]] instead generate [[monolith]]-like structures that extend all the way to the world height limit, as well as areas that solely contain ice from sea level to the bedrock layer. The exact effects on the terrain differ between 32-bit and 64-bit builds of the game.}}
|{{HistoryLine|||dev=beta 1.16.220.52|The maximum height of mountains has been hard-capped at Y{{=}}256, meaning that any monolith-like structures no longer extend above that height.}}
|{{HistoryLine||1.17.0|dev=beta 1.16.230.56|Changed how mountain terrain breaks down. The areas that contain monolith-like structures and seas of ice are different from before, and the terrain surrounding such areas is now slightly smoothed out, giving them a more natural appearance.}}
|{{HistoryLine||1.17.30|dev=beta 1.17.20.20|Fixed mountain terrain breaking down at X/Z ±2,863,313.
|The [[Bedrock Edition Far Lands|Far Lands]] have been fixed, and terrain beyond X/Z ±12,550,821 for the most part generates normally.}}
|{{HistoryLine||1.18.0|dev=beta 1.18.0.20|The partial terrain generation breakdown beyond X/Z ±2,812,333 has been introduced.}}
|{{HistoryLine||1.19.0|dev=unknown|Particles beyond Y ±65,536 no longer turns black.}}
|{{HistoryLine|||dev=unknown|The player can no longer fall through water beyond X/Z ±8,388,608 and X/Z ±33,554,432.}}
|{{HistoryLine||1.19.10|dev=unknown|Particles now turn black again but dull green in certain times of the day beyond Y ±65,536.}}
}}
== Gallery ==
<gallery>
BE redstone 4194304.png|Redstone posted beyond 4,194,304 blocks. Redstone lines are completely invisible and the rest of redstone renders incorrectly (one of the crosses is connected to four lines).
BE redstone 8388608.png|Redstone placed beyond 8,388,608 blocks. Unlike the [[Java Edition distance effects#Redstone wire|similar historical redstone model issue on Java Edition]], redstone lines are stretched to a full block in both directions.
Zipcave.png|A cave generated beyond X/Z: ±8,388,608, with serrated-looking edge walls in front and the perfect holes in the back.
BE Badlands 8388608.png|A badlands biome beyond X/Z ±8,388,608, with noticeably distorted terracotta strata.
Fences8388608.png|Fences after X/Z ±8,388,608 (left) and before (right).
Z fighting piston.png|The piston head Z-fighting with the piston brain.
Desert corner.png|Cacti generated near the Far Lands, rendered as full blocks with gaps.
Stripe Lands Start.jpg|The start of the Stripe Lands at X/Z ±16,777,216.
Frozen Stripe Lands.jpg|A frozen ocean biome in the Stripe Lands.
Flat Stripe Lands.jpg|The Stripe Lands in a flat world.
Corner Stripe Lands.jpg|The start of the Corner Stripe Lands.
PoolloverNathan.DiscombobulatedWorld.png|Overhead view of the corner stripe lands.
BE Badlands 16777216.png|A badlands biome beyond X/Z ±16,777,216, featuring even more distorted terracotta strata.
BE Windswept Gravelly Hills 16777216.png|A [[windswept gravelly hills]] biome beyond X/Z ±16,777,216.
Stripe Lands Monument.png|An [[ocean monument]] in the Stripe Lands.
Stripe Lands Ruins.png|Underwater ruins in the Stripe Lands.
Stripe Lands Mesa.png|Eroded badlands in the Stripe Lands, surrounded by the skygrid.
Stripe Gap Lands.png|The Slice Lands start generating at X/Z ±33,554,432, with a distance of four blocks between rendered sections.
Corner Slice Lands.png|The start of the Corner Slice Lands.
BE Block Entities 33554432.png|Block entities rendering in the Corner Slice Lands.
BE Water 33554432.png|Water rendering in the Corner Slice Lands.
MCBE Stripe Lands Pos 67108864.jpg|The world beyond X/Z ±67,108,864, with a distance of eight blocks between rendered sections.
StripelandsMCPE.jpg|The world beyond X/Z ±134,217,728, with a distance of 16 blocks or 1 chunk between rendered sections.
MCBE Stripe Lands Pos 268435456.jpg|The world beyond X/Z ±268,435,456, with a distance of 32 blocks or two chunks between rendered sections.
MCBE Stripe Lands Pos 536870912.jpg|The world beyond X/Z ±536,870,912, with a distance of 64 blocks or four chunks between rendered sections.
Stripeless Lands 536870912.png|The world beyond ±X/Z ±536,870,912. A large area in front of the player is completely invisible, presumably due to the fructum culling losing precision.
MCPEFarLandsEnd.png|The world beyond X/Z ±1,073,741,824, with a distance of 128 blocks or eight chunks between rendered sections.
File:Black Particles.png|Black Particles happen at every power of 2 starting around Y ±65,536.
File:Woodland mansion in corner slice lands.png|Woodland mansion in the Corner Slice Lands.
</gallery>
== References ==
{{reflist}}
{{DEFAULTSORT:Distance effects}}
[[zh:基岩版距离现象]]