Affects Version/s: 188.8.131.52 RTX Beta, 184.108.40.206 Beta, 1.16.50 Hotfix (iOS), 1.16.40 Hotfix, 1.16.61 (PS4)
Fix Version/s: None
There is a very bad bug in bedrock edition that after going about 2,500 blocks there is a rare chance to fall out of the world
as shown in this video: https://www.youtube.com/watch?v=q3BvjYdqM0g
however that is not the only distance effects
X & Z: 0-65,536
1. X/Z ±256 (2^8^) Lowest coordinates at which anyone has fallen through the world, although incredibly unlikely at this distance. Since the glitch is caused by hitbox corners affected by different levels of floating point precision errors, it could theoretically happen at X/Z ±1. However, this would require nearly 6 real-life days of nonstop gameplay (where one must start over if they exit the game).
2. X/Z ±512 (2^9^) The slowest method of movement in Survival without standing against a solid block (sneaking while under the effect of Slowness VI [achievable by using the potion of the turtle master II] and using an item on Blue ice with cobwebs) becomes impossible.
3. X/Z ±16,384 (2^14^) Extremely minor jitteriness can be first experienced at this point.
4. X/Z ±32,768 (2^15^) It becomes impossible to sneak diagonally on top of soul sand with cobwebs while drawing back a bow.
X & Z: 131,072-524,288
1. X/Z ±131,072 (2^17^)
Coordinates of all entities are multiples of 0.015625.
Climbing up ladders and vines while sneaking is slightly slower than normal.
Sneaking diagonally starts to become bumpy.
Lecterns and tripwire hooks start to become distorted.
2. X/Z ±262,144 (2^18^)
Coordinates of all entities are multiples of 0.03125.
Climbing up ladders and vines while sneaking is even slower and less smooth.
Sea pickles render with slightly thinner stems than normal.
Tripwire string becomes invisible.
Sweet berry bushes and cobwebs appear slightly larger.
Sunflowers become glitched.
3. X/Z ±524,288 (2^19^)
Coordinates of all entities are multiples of 0.0625.
Paintings are placed halfway inside the block, allowing multiple paintings to be placed on the same block.
The inner part of item frames render flush along the block.
Moving horizontally while on cobwebs becomes impossible.
Jitter is noticeable beyond this point.
Many mobs are unable to jump on blocks correctly.
Sea Turtles can no longer move on land.
Major Effects X & Z: 1,048,576-8,388,608
1. X/Z ±1,048,576 (2^20^)
Coordinates of all entities are multiples of 0.125.
Walls render wider than normal.
Fences (excluding the posts) and closed fence gates render completely flat.
Doors and open trapdoors render thinner than normal.
iron bars and Glass panes render twice as wide than normal.
Climbing up ladders and vines is impossible without holding the jump button, and climbing up them while sneaking is extremely slow.
It becomes impossible to sneak outside the X/Z axis.
The cube inside slime blocks is slightly wider.
The cube inside honey blocks is stretched to a full block, which results in a flickering effect.
Cakes appear stretched to full block.
Fire renders a bit differently.
Sea pickles render in slightly different places without stems.
Lanterns render wider than usual and without the top part.
The logs in campfires render farther apart, overlapping with each other.
In Brewing stands, the base renders incorrectly and the central pole is invisible.
The bases of anvils render incorrectly.
The supports of grindstone render incorrectly.
The sides of item frames render wider than the top and bottom.
Flower pots appear slightly wider.
The inside of beacons render incorrectly.
The supports of bells render incorrectly.
Horizontal end rods render flat, while vertical End rods render only with their bases.
Redstone renders slightly differently.
Torches become invisible.
Buttons placed anywhere other than the sides of blocks are distorted and such buttons are pushed all the way into the block.
Pressure plates cover an entire block.
Redstone repeaters and redstone comparators render without torches.
Cocoa beans in the second stage render as wide as mature cocoa beans.
Cacti render as full blocks, with gaps at the edges.
Bamboo renders wider than normal, flat, or invisible.
The dragon egg appears to be more blocky.
Turtle eggs are distorted.
The small bumps on chorus plant stems disappear.
2. X/Z ±2,097,152 (2^21^)
Coordinates of all entities are multiples of 0.25.
Moving while sneaking becomes impossible.
Walking appears jerky.
Dropped items fall through the edges of blocks. Dropped items that land on the edges of lava bounce off without burning; this effect continues into the Stripe Lands.
Fence posts are invisible.
Open fence gates are completely flat.
Doors and trapdoors render wider than normal.
Iron bars and glass panes render completely flat.
The supports of scaffolding are invisible.
Cauldrons and composters have completely flat walls and whatever is inside them are stretched to fit the top.
The bottom part of hoppers are invisible.
Nether portal blocks are completely flat.
Flowers, sweet berry bushes, cobwebs and tall grass are much smaller than normal.
The first stage of cocoa beans is flat.
Chorus flowers render as full blocks.
3. X/Z ±4,194,304 (2^22^)
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 that would be at least five blocks per second under normal conditions (the minimum speed possible from here is 10 blocks per second), meaning moving in normal walking speed is impossible.
One cannot jump normally. The jump boost effect does not work. stairs and slabs work past this point.
Coordinates of all entities are multiples of 0.5.
Entities less than half a block wide (such as items and silverfish) fall through the edges of blocks, but can still stand on the centers. This is likely because the hitbox corners on both sides round to the same coordinates, resulting in a "null" hitbox; however, it is not confirmed.
Status effect particles snap to the center of the player, causing them to bunch around the center of the screen.
Eyes of ender placed inside end portal blocks are stretched to cover the entire block.
Piston bases are stretched to full block. If retracted, the front "flickers" between the head and base textures.
Crops and seagrass render on the edges of blocks.
4. X/Z ±8,388,608 (2^23^)
Coordinates of all entities are integers, meaning that all entities are on the edges of blocks. As a result, the player, along with other entities less than 1 block wide, always falls through blocks. The only entities that can stand on blocks from this point onward are boats, spiders, horses, iron golems, polar bears, and ravagers.
If only one coordinate exceeds this value, blocks still have collision detection from the side.
The player can still be considered "under" blocks, meaning that phantoms do not spawn. Thus, it is theoretically possible to travel to and from the Far Lands in survival using horses.
To fly in creative the player must sprint or look directly along an axis. The Speed effect does not work, due to MCPE--61425
All blocks that normally render as partial blocks are either stretched to become full blocks, or squished to become 2-dimensional. The exception is a few blocks that render normally no matter how far out the player travels, such as chests and bells.
If both coordinates exceed this value, blocks become 1-dimensional, and are therefore completely invisible.
The blade of a stonecutter duplicates, with each blade appearing on the edge.
Game Breaking Effects
X & Z: 12,550,821-2,147,483,648
1. X/Z +12,550,821 or -12,550,824
The Far Lands begin at these coordinates.
2. X/Z ±16,777,216 (2^24^)
The floating point precision errors cause only blocks with even coordinates not divisible by 4 to render, and are stretched to 2 blocks wide. This phenomenon is known as the Stripe Lands.
Some blocks at other coordinates can render 2-dimensional, but not if they would be rendered on the end of a double-length block. In general, blocks render only if they are "exposed" to air or another see-through block.
Coordinates of all entities are multiples of 2.
This does not impact the way maps are rendered.
2D blocks are non-solid, even from the sides. However, ghasts, large slimes, and large magma cubes treat both 2D and 3D blocks as solid because they are more than 2 blocks wide.
The game does not properly register when the player is in water if the player' coordinates are divisible by 4. As a result, the player falls through water, is unable to enter swinning, and the fog is black or dark blue. However, water still causes the player to exit gliding, and boats still float.
The only method of transportation possible is by elytra or by teleportation.
There is more effects past that point but that is at X or Z 30,000,000+ which I wont put here since java edition has effects past this point too and java also has a barrier preventing you from going past that
my main goal with this is to show why these distance effects need fixing cause java only starts to have distance effects starting at 30,000,000+ aka past the barrier and wayyy past anyone would ever travel
however the bedrock edition gets bad distance effects starting at 131,072 X or Z which is just unacceptable i know you want to make the two versions has similar has possible so fix how world's generate on bedrock
cause i imagine these distance effects is cause of bedrock's world generation all i want is for bedrock edition to match java in terms of distance effects or to say it in more simple terms
nothing bad should happen to the game till past 30,000,000 blocks AKA java's distance effects and just a reminder it becomes increasingly easier to fall out of the world the further you travel in bedrock which is a major problem
these glitches have been in the game since launch and its unacceptable that it has THIS many distance effects that begin at such low coordinates compared to the java edition so in short:
this was made to show why the bedrock edition needs to have its distance effects match java cause currently java worlds do not even have problems till 30,000,000 X or Z while the first distance effects for bedrock begin at 0-65,536