Soldato
DLSS 2
DLSS 3
Frame generation (lame)
Ray tracing.
Tensor cores for AI processing.
Floating point performance (e.g. 48.74 TFLOPS)
Huge amounts of VRAM
G.Sync
'Low latency' modes
Ray tracing is the logical next step for game graphics, As such it requires a hell of a lot of computational horsepower, This is where DLSS2 and then DLSS3 come into play.
DLSS3 includes DLSS2 but with frame generation and Reflex/low latency added in to mitigate increased latency, Tensor cores and the large floating point performance are needed for these operations.
Large amounts of VRAM are needed especially if you play at 4K which is slowly becoming the standard, Dying Light 2 for example I easily see 13GB used. You ever been in sitations where you run out of VRAM ? It creates a stuttery mess.
Larger amounts of VRAM also enable devs to push texture resolution which is needed if you want detailed worlds.