[Anderton]...wishing the problems weren't there in the first place doesn't make them go away; raising the sample rate does.
[Bitflipper]This implies that aliasing is an inherent and unavoidable byproduct of DSP.
No, it implies that if problems exist, wishing they weren't there doesn't make them go away.
Let's look at a practical example, an electric guitar played through a high-gain amp sim. You play a very high note on your guitar, say with a fundamental frequency of 1.3 KHz (an octave above an open high-E string). The amp sim will generate harmonics at 3x, 5x, 7x, 9x, etc. The 15th harmonic is 19500 Hz, still legal at 44.1 KHz. You have to get up to the 17th harmonic before changing the sample rate would deliver any benefit. I didn't do the math, but the level of the 17th harmonic is going to be down more than 90 dB from the fundamental. IOW, inaudible.
There's something I'm not understanding. If this is the case, then why would it be necessary to include oversampling and filtering if the problem they're intended to solve is inaudible? When I'm listening to amp sims, if you switch back and forth between high and low sample rates with some (not all by any means) processing, I can tell with 100% accuracy which is which. So
something is audible...
If Z3ta+ falls into that category, then I maintain that it's a design flaw.
So do you consider including oversampling compensation for a design flaw, or simply good practice? If the answer is simply good practice and therefore it must always be done, then that restricts how many instances you can use and balance out CPU consumption. In some cases, there will be no audible difference whether the synth is loafing along at normal speed or oversampling, and many might choose not to oversample as a tradeoff for something like being able to overdub a guitar part with lower latency.
So the bottom line is this: if oversampling and filtering are good practices to compensate for deficiencies caused by generating undesirable harmonics that can create problems with lower sampling rates, why is recording at 96kHz inherently negative if it too can compensate for deficiencies caused by generating undesirable harmonics that can create problems with lower sampling rates? Aren't they the same thing, except one is applied as a global preference as opposed to a localized one?
Sample rate determines the highest frequency you can process. Period.
Doesn't it also influence latency? And I'm still wondering why the imaging on the TH2 reverb is better at 96k than at 44.1. My
mind doesn't believe it's possible, but it's an audible difference. Maybe it's not due to a different sample rate per se but something associated with using a different sample rate? This difference existed whether I listened at 96 or sample rate converted it back down to 44.1 again. I have no idea why. Any theories?
[Anderton]Saying I need better plug-ins is all well and good, but that's sort of like saying all my plug-ins should be 64-bit, which they should be. But some aren't, so I have to use bridging, which is a flawed technology but serves its purpose.
[Bitflipper] Careful, let's not bring bit-depth into the discussion. It's irrelevant to the topic.
But it's very relevant to my point, which in this case is not about fidelity but about how wishing that a particular reality existed won't make it reality. In the case of 64-bit Studio One, not having a 64-bit plug-in would have a dramatic impact on fidelity - it would produce no sound, because you wouldn't be able to load it
Now, I do understand and agree with your underlying argument, which is that you're stuck with the tools at hand, and a higher sample rate may improve the performance of some of them. I certainly couldn't afford to replace all of my plugins! So yeah, if I found out that most of my plugins were deficient I'd be seriously bummed and looking for any way to work around their limitations.
To put your premise another way, you could rephrase it thus: "if your plugins are substandard, a higher sample rate might or might not help". I'm good with that.
Then that's what you should say

What I'm saying that a higher sample rate
definitely improves the
audible performance of, at least so far, several plug-ins I've tried. In the case of plug-ins that achieve a doubled sample rate through oversampling and therefore double the sample rate internally without having to double the project sample rate, I'd go so far as to say that the vast majority of them sound better when oversampled. Some improvements are subtle, and sometimes the result is no audible improvement, but I do believe the cumulative effect of multiple small improvements can add up.
The AIR plug-ins, Native Instruments, WAVES, and a zillion other manufacturers offer oversampling. I don't think their motivation for including oversampling to double (or more) the sample rate is to compensate for being substandard products. But I don't design software, so for all I know maybe they do cut corners, then gloss over the deficiencies by doubling the sampling rate.
What I do know is this: I've found a simple way to make projects that rely on extensive use of synthetic processes sound better, so I can't think of any reason not to use it. I've told how I conducted some of the tests to come to this conclusion. Other people can try these tests and determine with their ears whether they hear an improvement. If they do, and I suspect some will, they can choose whether the CPU hit and fidelity improvement are sufficiently enticing to trade off file size and track count.