Right eye light culling very broken in VR with built in rendering pipeline

After updating to Unity 6000.0.34f1 from some 2022 version many light sources only light stuff up in the left eye. A little angle dependent but 100% reproducible especially for spotlights. I have reproduced it in the simplest possible Unity project and the problem is the same for pure OpenXR and SteamVR using the built in rendering pipeline.

I have spent a few days on this now the only way I can fix it is if I replace all lights bounding volumes to extreme sizes:
light.useBoundingSphereOverride = true;|
light.boundingSphereOverride = new Vector4(0.0f, 0.0f, 0.0f, 5000.0f);
This is what makes me think it is a culling problem.

I’m not sure this post is a question but more of a bug rapport, though, should I file it somewhere? If anybody is interested I could send the sample projects they are very small, but it is also very easy to reproduce:
Create a new 3d project with built in render pipe.
Add OpenXR support
My camera is set to 5000m back clipping plane
At 100m I place a white standard cube and light it stright forward with a spotlight.
It looks good on the PC and on the left eye in VR but the light spot is not there on the right eye.

Edit:
I should probably add that I’m running on PC and have tested with multiple headsets (they actually behave slightly different, but all have the problem), and all are running through SteamVR 2.8.8

Sounds like a bug. Few questions:

Does it also happens with less extreme far clip plane distances (let’s say 1k)?
Are OpenXR/SteamVR plugins updated to the latest version?

If both don’t help, you can report it in the editor via help - report a bug.

Just know that there is a high chance it won’t be fixed, as Unity mainly focussed on SRP in Unity 6, with BiRP being legacy afaik

Yes it is reproducible with a back clip plane of 100 and the cube at the back of it, at very close distances it seems to work fairly well.

Hmm, this seems like a very fundamental bug for VR so they should fix it, if they don’t I’m in trouble. I made an attempt of switching to HDRP a couple of years ago but had big problems with a lot of asset store assets that I use not supporting it. Rewriting all those shaders would take me months. I guess I could downgrade the editor again but everything else works fine, and I get better performance out of the box (maybe that is cause by all those wrongly culled lights though :-D)

For VR I usually recommend URP, since that still has standalone support. Haven’t had any issues with it in 6 so far