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Wow as a "Game Developer", you sure are making a lot of assumptions into a build and code base you don't have access to. Heck it almost seems like you have never actually worked on production level software and have never seen the horrors of slap dash implementation cause by multiple teams and tight deadlines.
Don't get me wrong I am not defending the Developers, I a directly questioning your credentials and competence (Because you can't come up with your own reasons).
Here is my guesses, everything has no compression to edge out marginal performance gains.
- If the audio is uncompressed you can save CPU cycles.
- If you ship uncompressed textures you can save cycles.
- If you ship multiple texture versions oppose to singles you can again save (minimal) cycles, by using the best set vs the standard way it is handled in modern graphical APIs (Avoiding compressing or streaming to VRAM; just dump in on there and call it a day).
- If the video files are stereoscopic there is an instant doubling in size.
- Way videos are compressed
- ext, ext, ext...