[quote]still get a flickering feeling
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Are you using some kind of animation loop? And if so, are you using a high resolution timer? If the answer is yes to both (or even if it isn’t) perhaps you’re hitting the limits of your hardware. I don’t know, just trying to throw out some ideas.
[quote] I load the images as managed images and not Volatile. AFAIK VolatileImages magic is the ability to have a accelerated Graphics objc connected to it, hence it should be used for your own backbuffers so that one can render managed images on it?
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I’ve got it in my head that accelerated managed images use some form of VolatileImages and BufferStrategy uses VolatileImages for it’s backbuffers automagically, and their use in those situations is intended to be a black box and hidden from the user, i.e. ManagedImages will “take care of it for you” as far as hardware acceleration goes. And using a VolatileImage allows you to have more control over things and a very slight speed increase over using managed images at the expense of some features such as hardware accelerated translucency. Thus, I don’t see any problem using either managed images of volatile images if they both fit your needs. In fact, I would experiment with both. I have found that, depending on the hardware, one sometimes works better than the other slightly.