Hmm... Nnnno-o, I don't think so? It worked perfectly fine the day before update 12, and I have only encountered this before when using a Pimax VR headset with a 4k display for each eye (that's a lot of pixels to render, but at the time I was more inclined to attribute the matter to Pimax's tracking and software, than to the game -- it occurs heavily when looking around, and is not just low framrate, and/or lag between head tracking input, game camera orientation responding to this, and frame reaching display - I am well familiar with how those matters look, but a... "judder" on top, which as I mentioned seems to show a new frame, then one from half a second ago, then another new, and after than yet another from half a second ago (...but progressing; Not exactly the same frame as the previous old one, frozen in time). This said; It has long looked to me like ED has its own head tracking solution (possibly a holdover from Oculus development kit days), abstracted from the supported VR runtimes; Among other things evident through the game having head tracking drift, necessitating the occasional F12 press to reset the view orientation, despite room-scale tracking being an absolute solid reference).
I have never taken note of any significant floating point precision jitter on the scale you describe either; Only things like e.g. an orbit line jittering like crazy when you are really far out from its origin, before parenting of the player object switches over from the star to the orbiting entity.
I
could imagine a three-state type of situation, where the game couldn't determine whether I should be attached to the coordinate system of the "Forester's Choice" outpost, or the installation next to it (...or maaaybe the planet they orbit, as a fallback, which would indeed produce a large exponent, making the mantissa a rather blunt tool), and lacking the hysteresis to deal with the matter, kind of like the LOD situation we have occasionally had, where landing pads flicker in- and out of existence on approach, but I would expect a very different effect from that (actual jitter), than what I am experiencing here -- I wrote "jitter" only because I could not think of the right word (...and I am still coming up short

).