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Yeah I know, generally they have already had compression, and usually lossy compression at that, applied to them. So compressing them again, and lossless this time, does not do much generally.
Even lossless though they tend to not compress well because there isn't enough instances of repetitive data to compress.
I tried looking through the game's files and I saw a lot of "sharedassets(number).assets.resS" files that were each several gigs, which makes me believe there is a lot of repetitive data between those files. That's rather annoying to see, that the game is probably closer t around 4GB of data but is wasting 34GB because of redundant data everywhere. I assume modern game SDKs would detect and optimize that. No wonder games are becoming absurdly huge these days.
I recall another game I had which was a badly done port of some mobile game that basically downloaded all of it's data from Steam when you installed it.... then when you launched it basically ignored all that data and re-downloaded it all on it's own in again... but that eventually got patched at least.