After you've streamed your stored bytes into memory, you've got to do some work with them. Depending on what that work is, and how the file is laid out, you'll get a different amount of cache misses during that work.
I don't see what cache misses have to do with the storage formats
The post i replied to though seemed to imply that you'd reload the data from disk on a cache miss. (Maybe i just misunderstood it)
This is the way it works. You can't put everything in memory at a single time for large games, especially open world games, their resource managers ( caches I've been calling them ) work over time to keep what you need in memory and remove what you don't. But they are never perfect in that they often "Miss" and have to wait to load from disk.
Having another thread for loading of uncached resources can help, but then you deal with pop in's and things like that.