Try turning off r.forward.lightgridhzbcull, it corrupts the lightgrid in vr and that looks like what your issue is but I can’t remember if I only saw with instanced stereo or also without it. It says r.forward but applies to deferred too, I think light frustum style grid was just originally created for desktop forward but it’s used on deferred for a while.
Side effect is turning it off will make volumetric fog more expensive (will draw occluded lights into the fog).
I think it’s fixed on the 5.7 branch in git but not in the preview. (sorry misremembered this)
UPDATE : it works in my test scene for reporting the bug, but not in my project.
Seem it’s another rendering issue wich occur only to reflection. When I disable my reflection capture sphere/box i have the rendering in left and right eyes.