Nah, I think it's of importance if you're comparing SNES and Genesis.
It's not correct that the sampling frequency of the chip itself would be higher. The statement about the quantization noise however is correct.
I would love to hear a recording of the VA-3/4. Atm I assume that it's similar to a CDX or X'eye, both of which can't really compete with a HDG model 1 nor TmEE's CCAM (but do sound 'good enough').
It's actually not that confusing: There's the model 1 (featuring Yamaha's 2612) of which all but the very last variant (lacking the High Definition Graphics logo) do sound great to perfect, and we got the model 2 (featuring Sega's 2612 clone in an ASIC) of which all but one variant does sound awful.
The difference in sound isn't caused by the ASIC or YM2612 but by the mixing circuit, the analog parts of the hardware.
As far we know, 53khz is the rate at which the YM2612 outputs sounds. This is not related to a particular sound engine as far as I know. The sound engines do have an impact on the sounds and instruments available to the composer (there are no presets on the YM2612), as well as the tools provided for e.g. MIDI to FM conversion or PCM encoding and playback.
http://en.wikipedia.org/wiki/File:Se...omparision.ogg
I'd love to hear some recordings from your machines. - Did you have a chance to listen to the ones I uploaded ?
That's almost impossible to determine just by listening to it but from memory it sounds way, waaay below 11khz/8-bit.
The PSG is used mostly for lead melodies (most prominently in DeeJay's theme, see my uploaded recordings), hihats (noise channel), or scales accompanying accords.
Snare and bass drums are usually played via PCM. Earlier games "emulated" the snare via FM.
If you want to know exactly what channels play which sound, you could use Maxim's VGM plugin for WinAMP or an emulator that allows to deactivate certain parts of the Mega Drive's sound chips.

