it's just another example of how much fiddling and tech knowledge required to make everything run properly in VR. Unfortunately even after so many years, it's still not seamless plug and play experience, and can be overwhelming at first even for technically experienced people.
Probably why PSVR has been more successful than PC VR. I'm sure that this is another factor preventing mainstream acceptance of the technology. The very attraction of the PC to most people (the fact that it's customisable and upgradeable) works against it with VR as there's no common standard for the manufacturers to develop for. As a result, they have to aim for the lowest common denominator (which, relatively speaking, is still fairly high) in order to widen the potential market. Perhaps this will make the Go and the Quest much more successful.