Please help improve this page. The talk page may contain suggestions. Reason: Organize this page more like Java Edition distance effects - should allow a lot more in-depth analysis of each effect
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.
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.
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 223 (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 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 2n and 2n+1, the valid positions are 2n-23 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 specifically, between 2n and 2n+1, an entity's speed is rounded to the nearest multiple of 20×2n-23, so it must move at least 10×2n-23 to actually be considered moving.
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. 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, 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 1⁄4 blocks exceeds coordinate 2,097,152, its position is rounded to the nearest quarter. Since its hitbox extends less than 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:
Again, if the player's hitbox size shrinks to 0, it becomes possible to fall through the edges of blocks and into the void (MCPE-39299). Conversely, it is possible to stretch one's hitbox to several blocks wide.
Minor effects (X/Z ±1–131,071)
Coordinates
Effects
X/Z 0
Coordinates of all entities are slices of 16,777,216 (1⁄16,777,216 blocks).
X/Z ±1 (20)
Coordinates of all entities are slices of 8,388,608 (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 (21)
Coordinates of all entities are slices of 4,194,304 (1⁄4,194,304 blocks).
X/Z ±4 (22)
Coordinates of all entities are slices of 2,097,152 (1⁄2,097,152 blocks).
X/Z ±8 (23)
Coordinates of all entities are slices of 1,048,576 (1⁄1,048,576 blocks).
X/Z ±16 (24)
Coordinates of all entities are slices of 524,288 (1⁄524,288 blocks).
X/Z ±32 (25)
Coordinates of all entities are slices of 262,144 (1⁄262,144 blocks).
X/Z ±64 (26)
Coordinates of all entities are slices of 131,072 (1⁄131,072 blocks).
X/Z ±128 (27)
Coordinates of all entities are slices of 65,536 (1⁄65,536 blocks).
X/Z ±256 (28)
Coordinates of all entities are slices of 32,768 (1⁄32,768 blocks).
The slowest method of travel becomes impossible, sneaking on blue ice with cobwebs 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 (29)
Coordinates of all entities are slices of 16,384 (1⁄16,384 blocks).
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 (1⁄8,192 blocks).
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 (1⁄4096 blocks).
X/Z ±4,096 (212)
Coordinates of all entities are slices of 2,048 (1⁄2048 blocks).
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 (1⁄1024 blocks).
Cobwebs become 1 block wide (They are 0.998 blocks wide at lower coordinates.)
X/Z ±16,384 (214)
Coordinates of all entities are slices of 512 (1⁄512 blocks).
It becomes impossible to move in cobwebs on blue ice while using an item.
Very minor jittering during movement can be experienced beyond this point.
X/Z ±32,768 (215)
Coordinates of all entities are slices of 256 (1⁄256 blocks).
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 (1⁄128 blocks).
It becomes impossible to sneak diagonally on top of soul sand with cobwebs.
Sneaking vertically and out starts to become jittery.
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.
Coordinates
Effects
X/Z ±131,072 (217)*
Coordinates of all entities are slices of 64 (1⁄64 blocks).
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
Tripwire hooks appear distorted past X/Z ±131,072.
Sunflowers glitched after X ±262,144.
The top part of the metal hook is thin and further distorted after X/Z ±262,144.
Inner part of item frames become 2D after X/Z ±524,288.
Top part of candles rendering incorrectly beyond X/Z ±524,288.
Paintings turn black beyond X/Z ±524,288.
Paintings are pushed half a pixel into the block beyond X/Z ±524,288.
Metal hook of tripwire hooks are thin beyond X/Z ±524,288.
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
In older versions, vines start to experience Z-fighting beyond a certain position.
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 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 (220), and blocks continue to render incorrectly as the coordinates go even farther out. However, there is never any vertical distortion.[3]
When RTX is enabled, 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 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 (1⁄8 blocks).
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.
Terrain generation partially breaks down at this point. Certain sections of land do not generate any terrain whatsoever, 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.[5]
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 never generates normally past this limit on PC and Mobile.
On Xbox, when loading up some worlds made in previous versions, there is a chance of seeing chunks entirely filled with water in these terrain-less areas, replacing any chunk that had no terrain generated within it. These "water chunks" do not affect what was previously generated there, and simply fill the chunk with water up to approximately y=64. These chunks can also be either partially frozen or completely frozen into chunks full of ice depending on their location. They do not generate outside of the terrain-less areas. On some occasions, these chunks can have small parts of land inside of them.
The cause for these water chunks is unknown, and only one player so far is known to have witnessed this.
X/Z ±4,194,304 (222)*
Coordinates of all entities are slices of 2 (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 pearls, chorus fruit, elytra with fireworks or a Riptidetrident (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 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 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.
All stages of amethyst buds are stretched to a full block.
Lanterns render two-dimensional (invisible if both coordinates exceed this value).
X/Z ±8,388,608 (223)*
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 boats, minecarts on rails (when placed correctly), spiders, horses, iron golems, polar bears, and ravagers. 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 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 beds
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 blossoms are stretched so that the player sees only half of the flower.
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.
This section is missing information about: notable effects beyond the 32-bit limit (X/Z ≥2,147,483,648).
Please expand the section to include this information. Further details may exist on the talk page.
Here, the rendering fundamentally breaks down to the point where normal gameplay is completely impossible.
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. 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, 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 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 horses, leaving only flight by an elytra (either with firework rockets 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 taigas, 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 (225)*
Horizontal block rendering stops completely, leaving only vertical block rendering in its place, marking the start of the Slice Lands. 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 blocks.
Block rendering essentially stops completely in the Corner Slice Lands;[6] 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. Elytra 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. 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 and mid-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.
If the player tries to load into the world on some low-end and mid-end devices, beyond this point, it crashes, which prevents the world from being played on without editing the coordinates of the player or the spawn point with an NBT editor.
X/Z ±67,108,864 (226)*
The minimum movement speed is increased to 80 blocks per second, meaning that thrown tridents 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 (227)*
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 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. 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 (228)
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 (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 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 (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 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.
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.
231 and beyond
X/Z 281,474,976,710,656 (248)
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.
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.
X/Y/Z ±9,223,372,036,854,775,807 (263 – 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.
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/Z ~3.4028237e+38 or ±3.40x10^38 (2128)
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.
X/Z A few quintillions
Caves at this point would generate only as single hollowed-out blocks, every 2, 4 and so on.
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.[7] 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
The first screenshot posted of the Stripe Lands, by Tommaso Checchi, at X/Z 32,000,000.[8]
A village in the corner stripe Lands.
A jungle temple in the corner stripe Lands.
Some fossils that have generated in the Corner Stripe Lands.
Overhead view of the Corner Stripe Lands.
The 25-bit boundary area in the form of 2d lands and Stripe Lands.
At the integer X / Y: 24-bit position, the Nether begins to strip and becomes a dot chunk.
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.
The previous screenshot at the opposite angle.
A cold biome in the corner Stripe Lands. 2 polar bears are visible. They don't fall into the void.
After 1.17.0, when the terrain cutoff was removed.
A village near the Stripe Lands.
Terrain failing in the Stripe Lands.
Terrain failing in the Corner Stripe Lands.
The monolith-like terrain bug in the Stripe Lands.
The monolith-like structure in the Corner Stripe Lands.
A cave in the Stripe Lands.
A Pillager Outpost in the Stripe Lands. To the left of the image, you can see an area where terrain has failed.
A Sculk Sensor and a Sculk Shrieker in the Stripe Lands.
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.
Coordinates
Effect
Y ±65,536
Effect particles turn dark within 64 blocks of this limit, this occurs at every power of 2 starting from this point.
Snow starts to have a jittery movement beyond this point.
Y ±131,072
Most effect particles cannot rise into the air.
Y ±262,144
Floating with levitation I becomes slightly slower than normal.
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.
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 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 suspended 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.
Y ~3.4028237e+38 or ±3.40x10^38 (2128)
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.
Due to the implementation of infinite worlds, it's no longer possible to teleport beyond the 32-bit integer limit on any axis, as the game crashes when reaching the limit.
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.
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.
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).
Eroded badlands in the Stripe Lands, surrounded by the skygrid.
The Slice Lands start generating at X/Z ±33,554,432, with a distance of four blocks between rendered sections.
The start of the Corner Slice Lands.
Block entities rendering in the Corner Slice Lands.
Water rendering in the Corner Slice Lands.
The world beyond X/Z ±67,108,864, with a distance of eight blocks between rendered sections.
The world beyond X/Z ±134,217,728, with a distance of 16 blocks or 1 chunk between rendered sections.
The world beyond X/Z ±268,435,456, with a distance of 32 blocks or two chunks between rendered sections.
The world beyond X/Z ±536,870,912, with a distance of 64 blocks or four chunks between rendered sections.
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.
The world beyond X/Z ±1,073,741,824, with a distance of 128 blocks or eight chunks between rendered sections.
Black Particles happen at every power of 2 starting around Y ±65,536.
Woodland mansion in the Corner Slice Lands.
References
↑MCPE-30198 — Cannot move diagonally while sneaking in cobwebs on soul sand while drawing back a bow at excessive coordinates
↑ abMCPE-102410 — Climbing up ladders and vines while sneaking are slower after X/Z ±131,072
↑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".