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This discussion focuses on SkyWars, try to stay on topic!

One.

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Jan 25, 2026
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Whoa, whoa, whoa, whoa, whoa! What’s going on? I was sneaking and slightly moving along the X axis and looking at the exact angle of the current precision for float32. I was playing maps above X: 65,536. Maps include Sandcastle (seasonal), Dust, Arcade, Ping Pong, Wiring, Zen, Explosive, Blizzard, Fortress, Shrine, Warden, Neon, and more. The new Speedrun SkyWars Solo map is now at X: 100,000 and also the new SkyWars Solo Map is Biomes located at X: 101,000. Well, Bedrock Edition uses single-precision coordinates for performance and less memory usage. Java Edition uses double-precision coordinates for large/infinite world maps without having precision errors, but uses more memory and impacts performance. Double is float64, if you didn’t know.

I see a noticeable loss of precision when players are tens of thousands of blocks away from spawn. The Z coordinate is good and precise, but not the X. It seems to have the problem. Will Mojang Studios fix the coordinate precision errors? Will Bedrock Edition implement double-precision coordinates rather than the single-precision coordinates or leave it as single-precision but fix and intend the movement like on Java Edition?

This includes for modern EggWars Solo maps as well too. Some EggWars Solo maps have coordinates of over X: 32,768. The current float precision of 32,768 is 0.00390625 (1/256) and the current float precision of 65,536 is 0.0078125 (1/128). Whenever you move along the X axis, you will see some floating point errors. Will the developers move unused, seasonal, and other usable maps at the different coordinate and axis to fix floating point errors?

It’s not just CubeCraft is having a single-precision coordinate system, it’s from Mojang (Bedrock). Well, as of right now, we’re currently on version 26.50+ on the Bedrock Edition of Minecraft and 26.3+ on the Java Edition of Minecraft.

Every new map adds up the coordinate of 1,000 but only for the X axis. There were 100+ SkyWars Solo maps. A few of them were inactive/seasonal and not being used outside of private games. So 1,000 multiply that by 100, and you get 100,000. See that? Pretty easy. I am a mathematician expert and I know everything about it. Let’s now try adding coordinate 500 to new maps instead of just 1,000 because it causes floating point errors, just as long as it doesn’t render other maps at a high render distance such as 32-128 chunks on beefy devices.

The first map always starts at X: 0. Now go try moving the maps somewhere around X: -10,000 and Z: -10,000, if you can, developers. This issue is NOT critical. It’s just the QoL change or a modern implementation.
 
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Eli

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Hey One.! Thank you for the heads up, although the impact of this is small we would like to be able to mitigate it. We are going to start using negative coordinates for any new maps in the gamemodes that are already pretty far into the positive coordinates. Thanks!
 

One.

Member
Jan 25, 2026
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19
Hey One.! Thank you for the heads up, although the impact of this is small we would like to be able to mitigate it. We are going to start using negative coordinates for any new maps in the gamemodes that are already pretty far into the positive coordinates. Thanks!
Oh, thank you Eli for the assistance! I was testing purposes to see how bad the precision is on the X axis in Solo SkyWars. I had it at the lowest FOV which is 30, ensuring that I can clearly see the stuttering effect on moving/sneaking.

With that, we can have a grid of it. We start X and Z negative 10,000 and end at positive 10,000, resulting in a 21x21 grid for 1,000 coordinate difference. Total possible maps to mitigate is 441. Recommended not to because it’s too much.

Lower values are more precise. Higher values are less precise. Recommend to start at negative 8,000 on the X and Z and end at positive 8,000 on the X and Z for a 17x17 grid with 1,000 coordinate difference. Total possible maps to mitigate is 289. We currently have 100+ maps of SkyWars Solo. 150 hasn’t been exceeded yet as well as 200.

Current precision for 8,192 is 0.0009765625 (1/1,024) and 4,096 is 0.00048828125 (1/2,048). It’ll stay moderately precise on the map coordinate mitigation. I hope that this would likely to be QoL changed/implemented somewhere in 2027 or 2028. No exact date has been given.
 
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