Peculiar issue. Shadow casting volumes are an even newer feature so it’s definetely unstable.
Seems like the shadow-casting algorithms are fixed to the world center for some reason, I wonder if it’s using CSM?
I managed to fix the jittering problem on the volume itself via:
r.HeterogeneousVolumes.Jitter 0
You can also crank up the shadow resolution to combat this issue, obviously increasing performance cost:
r.HeterogeneousVolumes.Shadows.Resolution 2048
(Default was 512)
There was still some popping issue when orbiting the volume but I can’t seem to fix it.