It appears acceleration it only applied when drawing onto the back buffers of a BufferStrategy.
Which skuppered my plans for a cool blending effect for particle weapons/explosions and other fx :-/
I foolishly thought that because BufferStrategy uses VolatileImages for its back buffers, the accelerated translucency would be applied to all VolatileImage usage.
It turns out that isn’t the case - Accelerated translucency is only applied when the source image is a Transparency.Translucent Image, AND the destination is a BufferStrategy back buffer.
VolatileImage blurBuffer = gc.createCompatibleVolatileImage(SCREEN_WIDTH,SCREEN_HEIGHT);
BufferedImage blackImage = gc.createCompatibleImage(SCREEN_WIDTH,SCREEN_HEIGHT,Transparency.TRANSLUCENT);
g = blackImage.createGraphics();
g.setColor(new Color(0x55000000,true));
g.fillRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
and then in the render loop :-
Graphics2D blurGraphics = blurBuffer.createGraphics();
blurGraphics.drawImage(blackImage,0,0,null); // <<this 1 line takes the fps from 150, down to 10 :-/
//misc effects drawing using blurGraphics
Graphics2D bufferGraphics = bufferStrategy.getDrawGraphics();
bufferGraphics.drawImage(blurBuffer,0,0,null);
//other misc non-blurred drawing
bahhhhhhh, thats annoying