Yes it's the (built-in) quantum uncertainty. Thing is, since you can't possibly load the whole world, and even less to have it globally procedurally refined down to the level of detail used for hi-def physics computations. In OT terrain only exists when there's an observer to see it. Also, it only exists in the resolution that the observer needs to see.
Of course, this causes a lot of issues for simulations that expect the world to be fully deterministic, but without handling the uncertainty the thing won't be really scalable much. When there's a vehicle travelling through the Sahara desert but there's no one to see it, it can be simulated using a much simpler statistical computation that may not even require a periodical computation at all. For example, position of aircraft flying by a schedule can be computed only on demand, without any systems simulation. Existence of an observer getting closer will engage further levels of simulation detail that are gradually more computation intensive.
The idea is that when you are looking at a vehicle from further away, it doesn't need to simulate the suspension in detail - you just see the vehicle moving on the terrain. Even further it may reduce the number of raycasts performed on the terrain, because you could not possibly see the difference.
However, since nobody is able to handle the varying level of simulation detail just yet, there are some compromises (and some bugs and unfinished parts).
For example, dynamic objects like vehicles are currently also observers, except that they are considered to be more remote or having a coarser resolution than the camera viewing the object closely. The unfinished part here is that vehicles still do not use a separate simpler level of sim detail for that case, and the bug is that the transition between switching the detail may currently introduce some extra force impulses affecting the vehicle.
A workaround for the old-style simulation is to enforce hi-def observers for all vehicles, which is currently possible by setting locklevel=2 in world.cfg. This may cause an extensive memory usage with a higher number of vehicles, and there can still be some transitional effects ...