LoadAssetAsync how it works? - searching through all assets

Hey just wondering anyone know how the loadassetasync works with loading the asset when multiple asset packs are in question…e.g i believe the data is cached in files on the drive in a folder somewhere (browser controlled) - i call the loadassetasync - only passing the name - is there an index stating which pack to look in when i

i have a webgl project that i am working on with addressables and the 500M asset packs load to about 5gigs in memory - possibly because the browser loads all the files into a repository in memory - further i am guessing it also
│ │ │ ├──2,768.60 MB (88.85%) – classes
│ │ │ │ ├──1,400.17 MB (44.93%) – class(Array)/objects
│ │ │ │ │ ├──1,400.14 MB (44.93%) – malloc-heap
│ │ │ │ │ │ ├──1,400.14 MB (44.93%) ── elements/normal
│ │ │ │ │ │ └──────0.00 MB (00.00%) ── slots
│ │ │ │ │ └──────0.03 MB (00.00%) ── gc-heap
│ │ │ │ ├──1,170.23 MB (37.55%) – class(ArrayBuffer)/objects
│ │ │ │ │ ├────658.23 MB (21.12%) – malloc-heap/elements
│ │ │ │ │ │ ├──642.23 MB (20.61%) ── normal
│ │ │ │ │ │ └───16.00 MB (00.51%) ── asm.js
│ │ │ │ │ ├────512.00 MB (16.43%) ── non-heap/elements/wasm
│ │ │ │ │ └──────0.00 MB (00.00%) ── gc-heap

AND in game even goes nuts - 5.2 gigs used of memory after the loading and downloading has been done

─4,019.48 MB (70.51%) – classes
│ │ │ │ ├──2,176.33 MB (38.18%) – class(Array)/objects
│ │ │ │ │ ├──2,176.31 MB (38.18%) – malloc-heap
│ │ │ │ │ │ ├──2,048.31 MB (35.93%) ── elements/normal
│ │ │ │ │ │ └────128.00 MB (02.25%) ── slots
│ │ │ │ │ └──────0.02 MB (00.00%) ── gc-heap
│ │ │ │ ├──1,645.05 MB (28.86%) – class(ArrayBuffer)/objects
│ │ │ │ │ ├──1,024.00 MB (17.96%) ── non-heap/elements/wasm
│ │ │ │ │ ├────621.04 MB (10.89%) – malloc-heap/elements
│ │ │ │ │ │ ├──605.04 MB (10.61%) ── normal
│ │ │ │ │ │ └───16.00 MB (00.28%) ── asm.js
│ │ │ │ │ └──────0.00 MB (00.00%) ── gc-heap
│ │ │ │ ├────196.92 MB (03.45%) – class(WebAssembly.Instance)/objects
│ │ │ │ │ ├──119.81 MB (02.10%) ── non-heap/code/wasm
│ │ │ │ │ ├───77.11 MB (01.35%) ── malloc-heap/misc
│ │ │ │ │ └────0.00 MB (00.00%) ── gc-heap
│ │ │ │ └──────1.18 MB (00.02%) ++ (8 tiny)
│ │ │ └──────1.64 MB (00.03%) ++ (9 tiny)
│ │ └──────0.21 MB (00.00%) ++ (3 tiny)

not sure if anyone has experience with memory management and webgl that may be able to aid me? BTW when i load the game in windows standalone mode (higher max size for sprites - total asset packs 800M - size during downloading - around 300M (compared to the upwards to the 5Gigs of WebGl) - loading the repository completely (using loadassetsasync and loading all the addressables into reference repositories - total size 800M of memory used by the application…did what i could with the unity suggested stuff like - code stripping - sprites are lowered on the max size and such
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addressables - 1.16.6
unity 2019.4.12f1

there a way to dig deeper on as to what class(Array)/objects are taking up 2.1G ? I wonder if it has something to do with dictionarys and list and being converted to arrays or something because JS???

when loading another scene:

│ │ │ │ ├──4,353.69 MB (46.60%) – class(Array)/objects
│ │ │ │ │ ├──4,353.66 MB (46.60%) – malloc-heap
│ │ │ │ │ │ ├──4,097.65 MB (43.86%) ── elements/normal
│ │ │ │ │ │ └────256.00 MB (02.74%) ── slots
│ │ │ │ │ └──────0.03 MB (00.00%) ── gc-heap
│ │ │ │ ├──2,188.80 MB (23.43%) – class(ArrayBuffer)/objects
│ │ │ │ │ ├──1,164.79 MB (12.47%) – malloc-heap/elements
│ │ │ │ │ │ ├──1,148.79 MB (12.30%) ── normal
│ │ │ │ │ │ └─────16.00 MB (00.17%) ── asm.js
│ │ │ │ │ ├──1,024.00 MB (10.96%) ── non-heap/elements/wasm
│ │ │ │ │ └──────0.00 MB (00.00%) ── gc-heap
│ │ │ │ ├────196.92 MB (02.11%) – class(WebAssembly.Instance)/objects
│ │ │ │ │ ├──119.81 MB (01.28%) ── non-heap/code/wasm
│ │ │ │ │ └───77.11 MB (00.83%) ++ (2 tiny)
│ │ │ │ └──────1.20 MB (00.01%) ++ (8 tiny)
│ │ │ └──────1.91 MB (00.02%) ++ (9 tiny)
│ │ └──────0.23 MB (00.00%) ++ (3 tiny)
│ └──1,812.66 MB (19.40%) – js-zone(0x10832f2f000)
│ ├──1,792.79 MB (19.19%) – shapes
│ │ ├──1,280.54 MB (13.71%) – gc-heap
│ │ │ ├──1,280.19 MB (13.70%) ── dict
│ │ │ └──────0.35 MB (00.00%) ++ (2 tiny)
│ │ └────512.26 MB (05.48%) – malloc-heap
│ │ ├──512.07 MB (05.48%) ── dict-tables
│ │ └────0.18 MB (00.00%) ++ (2 tiny)
│ └─────19.87 MB (00.21%) ++ (15 tiny)

Tried loading the downloaddependenciesasync one by one - samething - mem utilization spikes to 4 gigs ish and on the cutscene assetpack - about 280M total - boosts up to 4 to 5 gigs downloading…gonna submit bug report after i update to 2020.1.10f1