Can you elaborate on this? Never heard of seeing it from there before and I like reading about these kinds of bugs.
Basically a floating point value is a fractional number, but since it could be 1.1 or 1.00001 you need to 'float' the decimal point for storing the value instead of just storing 1.1 as 1.10000, a value of 1.1 needs less precision than 1.00001. This works until you start getting very large numbers, as the total size of the number is limited by the bits allocated to storing it, so an 8 bit float only has 8 binary bits to store the number in (7 really since 1 bit is used for sign), meaning that the larger your number the less space you have to store the decimal information. Vectors all exist around an origin point, 0,0, so the closer you are to the origin the smaller the whole number and the more precise your decimal becomes, as you move further away from the origin your whole number becomes larger and you have less precision in the decimal space and at some point it ends up being rounded towards the nearest bit.
In 3d games this appears as the vertices of 3d objects starting to wiggle, as the precision breaks down and the location gets rounded to the nearest point it can. The big famous example of this is the Farlands in Beta Minecraft, where the precision breaks down as you go futher out and you start to snap to blocks, and eventually the random noise generation just completely breaks and you get the Farlands. Here is what you can see in Starfield, its more apparent than in Skyrim because of all the micro geometry details and the decals on the gun, so when the precision breaks down it becomes a lot more visible.
In Skyrim it happens when you are around the edges of the map (not actually Dragon Bridge, I was just thinking of that region), but its also barely noticeable unless you are directly looking for it. I took some clips of it happening outside Dayspring Canyon and at Castle Volikhar, as those are the two extremes from the origin, which is slightly west of Whiterun. Hopefully you can see it through the compression on the vid, look at the character's fingers holding the sword, they get jiggly when it moves around.
It's easier to see in the Volikhar clip because its further out along both axis.
VS what it looks like when its not having precision issues, right near where the origin is (not on it directly, just the nearest fast travel point)
Its hard to see unless you are looking for it, and the compression on these clips probably makes it harder, but again look at the fingers. You can also see this happen in the Markarth area, pretty much any location on the outer rim of the map. Once you know what to look for you can't not see it when it appears. It happens a lot in Halo 2 and 3 in the large maps, even still happens in Destiny 2 from what I recall and you can see it in Half-Life 2 in the coast maps, but its become less of a thing in recent years due to the move to higher precision floats or just using a floating origin for open world games, I guess its another thing that just shows how old the Creation engine actually is at its core.
Rudy's ENB for Cathedral Weathers for those wondering.