I can actually explain exactly what is going on here (everything except for the spawn chunk magically reappearing each power of two). It comes down to how computers deal with fractional numbers. They do it in binary, but as a rough approximation, I'm going to pretend that it's decimal. The key thing is that it's limited to a certain number of total digits, _no matter where the decimal lies_ . A standard size for a "floating point" number on computers is 32 bits wide, which offers _about_ 8 decimal places of accuracy. That means that when you're floating around the origin chunk, you're dealing with blocks whose coordinates, in the Minecraft world space, are from 0 to 16. That means that the numbers storing them go from 0.0000000 to 15.999999. Note that there are 7 decimals after the 0, but only 6 after the 15, because the 15 uses up two of the total 8 you can have. If you have a number like 1234, then you only get four decimal places -- the way the number is stored, you wouldn't be able to distinguish between 1234.56781 and 1234.56782. (As mentioned, this is an approximation, because it's really happening in binary with 23 bits of "number" -- but it's good enough to illustrate the issue. :-) When you're drawing the world, it's easy to think of how you, the player, is moving around through a bunch of blocks that are staying still, but the way computers do graphics, it's flipped on its head. You, the player, stay perfectly still, and then the game rotates and shifts _the entire world_ around you to draw it. So, as you pan your camera around, on each frame, the game is taking the corners of every visible block and rotating them around the exact opposite of how you want to move. You stay in the same place, but you see the world _as though_ you had moved because the _world_ did the opposite of the movement you thought you were doing. When you're sitting at (0, 64, 0), it has lots of decimal places to work with so it can place those block corners _really_ accurately. The difference between 15.999998 and 15.999999 is a tiny fraction of a pixel on the screen. But, the further away you go from the origin, the bigger the numbers are that the game uses to represent the vertices of each one of those blocks. Go 1000 blocks out, and now you're dealing with numbers that have 4 decimal places -- that's still enough to be more accurate than the pixels on your screen. Go 10,000 blocks out. Now you get 3 decimal places -- if your screen is 1920 pixels wide, the math is actually less accurate than the pixels on your screen now. Specifically, when it tries to represent coordinates that far out in preparation to transform them into view, the way the computer is storing the number literally cannot accurately store the number. It has to "round" it to the nearest number it _can_ represent. If it needed to put that block corner at 12345.6775, well, the number says 12345.678 instead, and when that gets transformed and drawn, that means that that point will be a few pixels off. Go 100,000 blocks out -- now those numbers are a few _tens_ of pixels off. Exactly what direction they're wrong in is subject to rounding to the nearest number (in base 2), which means each one is going to be rounded a bit differently. The world is going to look distinctly drunk. Go 1,000,000 blocks out, and now the corners of the blocks are going to be _hundreds_ of pixels off, and each one is going to be off in a different direction. The problem here isn't that computers don't know how to store numbers, it's that Optifine chose the wrong type of number for the job. It chose a number type (a "data type") that works just fine if you're within a few thousand blocks of the origin, but I guess they hadn't tested being further away than that at the time -- and, well, I wasn't playing Minecraft back then, but you say Minecraft didn't _have_ a teleport command back when this was written. That means that in order to test it, they'd have had to actually walk tens or hundreds of thousands of blocks manually. There are other ways to handle the math -- different types of numbers, or, say, tricks that involve only working with the offset within each chunk, so that you're never dealing with numbers larger than 16. Since the bug is now fixed, they obviously did one of those things. :-)
That issue with floating points is also the reason why a world in vanilla beta 1.7.3 would shift/stutter when walking. I don't know exactly what happened, but what I do know is that floating points were still being used up till then, and thus the visible position of the world around the player would be less precise, and seem to "glide" a bit.
I've invented a new word: Inexplainablechaoticintegerfloatlimiterrorfoundinminecraftthattheenglishlanguageusedtonotbeabletoexplain. It's made to quantify the realm of madness found at 11:44
Minecraft: I have some of the craziest glitches you've ever seen. Fallout 76: And I have glitches around every corner! Pokemon Red/Blue: amateurs... Minecraft: What? Pokemon Red/Blue: AMATEURS!
This is like the Minecraft equivalent of watching a ship slowly descend into the event horizon of a black hole while it broadcasts every minute of the journey.
Oh yeah, definitely. This hits all the beats of a Lovecraftian story- Cosmic scale of weirdness? Check. Unfathomable chaos? Check. Geometry that could make a man cry? Check.
Um mmmmmmmmmmmmmmmmmmmmmmmmmmmmmm mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm.................................................................
@@neonvalley9613 Yes but that might break all your worlds made in optifine maybe. I've never tried it but since optifine changes the world generation in many different ways as shown in the video, anyways I wouldn't recommend uninstalling the mod.
why is this so unsettling? you watch as the world unravels as you go further out. First it's minor things- weird snow, then shaking blocks. the deeper you go, the worse it gets, until suddenly you have no idea what's happening. It's like hearing about dementia, or a doomsday scenario. It also sets confines to your worlds- go too far and minecraft breaks.
For minecraft 1.16, I'd actually recommend sodium over optifine. It doesn't have as many of the fancy graphics options, but for pure fps boosting it's much better
Jonathan Holland tWell before my laptop died I would have probably tried this. I only get 15-20 fps normally. I'll try it on my new laptop if my framerate is still garbage
Thank you for the epilepsy warning! As someone who has epilepsy, oftentimes videos i watch that really should have had a warning didn't, so big thanks!
8:32 at this point, there isn't anything new to explain to you Me : oh phew, i already lost all of my brain cells "we haven't gone far enough" oh no...
Would love a secret feature like this where you can access by deleting a copy of your world after beating the dragon, for a fun extra challenge with a new boss maybe?
happens in roblox too if you travel extremely fast and go to about 100k studs (you will have to get there in like 2 seconds its possible but not easy) and stuff just goes insane
Man rewatching this channel is pure gold.. very unique Minecraft videos compared to the repetitive stuff like civ simulator that is just Deathmatch and hacker vs noob vs pro
It's because it's all a ruse. The credits at the end of the game imply that the game itself is just a dream. It appears that the farther you go, the harder the dream itself tries to stay stable. The thin veil that hides the illusion of reality reaches its breaking point, and rips as a result.
"There's more diagonal lines than straight lines" You're giving me flashbacks of explaining to my friend that squares are in fact rhombuses and the orientation does not define the nature of a shape.
@@joelockard7174 sorry, I'm learning English and my teachers never bothered to teach us more than "square" and "circle". What I meant by "diamond" is "rhombus", but the quick Google search I had made showed me what I wanted to see so I went with it
This is likely a result of floating point precision errors. More specifically occurring with the ACTUAL rendering itself rather than just the visual block rendering becoming disjointed with the actual hitbox.