What's happening there is that the light globes are drawn with multiple layers of textures, and only the first layer is stereoized. The other layers need to match in order to produce the right image.
The DX9 fix does this already, as part of its fix.
Since you switch to DX11, that is not automatically fixed, and a ShaderHacker needs to find the shader and fix the Vertex position for the other texture layer. There are hundreds of example of this being done in different game fixes.
Non-trivial to understand and figure out, but play with some games that have fixes, maybe using same game engine, and see how it looks with no fix. Then how it looks with the fix, and you can find an example of how this is done.
It can be hard to understand how to make it all work- but deeply satisfying when you succeed.