[1]https://minecraft.fandom.com/wiki/Bedrock_Edition_distance_e...
[2]https://minecraft.fandom.com/wiki/Java_Edition_distance_effe...
[1]https://minecraft.fandom.com/wiki/Bedrock_Edition_distance_e...
[2]https://minecraft.fandom.com/wiki/Java_Edition_distance_effe...
Note that one Youtuber KurtJMac has been walking to the Farlands since 2011. He's been raising money for charity as part of those videos/streams. He's roughly 40% of the way there.
Some game engines solve the jittery rendering issues by moving the world relative to the player/camera, rather than the opposite (though it may be more intuitive). This way all your shaders work in nice accurate low floats relative to the camera at the origin, no matter the player location in the world.
But to implement worldgen with relative coordinates would be much more complex.
Here's how the terrain normally looks, zoomed out with the grid on:
https://rezmason.github.io/excel_97_egg/?o=bq
And here's how it looks 8589990 units from the origin, with sanitizing off:
https://rezmason.github.io/excel_97_egg/?o=bq&sanitizePositi...
There's two weird phenomena happening there: the lack of camera position precision causes the terrain to shift left and right, but a little bit further, you can see that all the terrain quads collapse in one dimension for some reason.
Someone also made a game out of this, called Floating Point Leviathan: