Okay for scaling. Nevertheless, blending and rotating isn’t an issue, as far as i found. It depends on what you call a state-of-the-art computer, but i get generally 50 to 60fps drawing over 100 32 bits sprites, all scaled, some rotated, sometimes with global alpha applied, sometimes vector clipped, on a 1.8ghz P4 laptop. That is without any J2D flag applied.
To the opposite of your experience, going fullscreen actually slows down to 10fps. I didn’t investigate the reasons for that. Maybe i should.
I plan on making a second gamechmark that would be a complete platform game, à la mario with constantly scaled/rotated sprites. We’ll see what it gives.