Yes, but what it comes down to ultimately is understanding how a discrete time signal is affected by the 44,100 samples per second or 192,000 samples relates to latency. It's ultimately the speed of that connection that will affect the sound; so the question is how do you affect that; and what does that mean? It really only means something after you consider latency and whether or not VST allows dropping the graphical load onto a GPU.
So, even if you came up with an effect that made a smooth sound, how then would you decide exactly every other component, even if someone helped you. Regardless of whether you feel that something works or doesn't work, it still comes down to the details, because what if it sounded smooth when you started but then sounds gritty after you add the graphics?
Sound implausible? Try this plugin I made:
https://www.kvraudio.com/product/vstplug-governor-by-king-oz-records/detailsYou see? it sounds a bit terrible, interestingly that gritty effect is achieved by getting the volume and then averaging to a ceiling with mean averaging in a dsp code. it's pretty basic, you see: dry+dry+ceiling+ceiling/4 = new volume level and then you just make sure the new volume level is similar to the original and you've created a tube like effect. But how do you sell it after it's all said and done, and how to make it smooth? That will get you started.
What is smooth?
EDIT: I wanted to add: plainly; a limiter or destructive effect might change the sound; so trying to find a less destructive substitute might be better, like mean averaging as I'd said with the volume level. After all; why just throw on limiting and saturation and call it a tube. You might look up stereo saturation, I forget what it's called hmm... it's a word that means spacial or something like that; maybe someone will mention it. GL.
But in the end, many things you do in the end, even if not effect will change the sound in sometimes in-explicable ways, and by not knowing it's like a guess. Smoothness could mean a destructive, truncating effect that basically takes away a great deal of data and like RMS averages; or it could mean to saturate and reduce peaks, maybe in a unique way.
Either way, people use unique methods and it's really all guesswork. Because if it wasn't it would be something to technical or long winded to talk about it in a forum post either way.
You could try the demo of this product, it ended up sounding fairly smooth; and that was done by an extreme method of limiting, avoiding distortion from a true peak going over a 0dBFS threshold.
https://www.kvraudio.com/product/dspplug-inter-sample-peak-limiter-by-king-oz-records/details