i recently read somewhere that all mainstream GPUs are designed to use indexed geometry. The driver is responsible to create indices if there are no application provided indices available just to be able to pass the geometry to the GPU.
i would say the currently fastest way to render connected geometry is:
1*. geometry in compiled DLs (it shouldn’t make a difference if organised in triangle strips or independent, indexed or not)
2. indexed VBOs (i guess interleaving is only relevant if you have to small VBOs to be performant)
whether you can see a difference or not will depend where the bottleneck is (as always). In java land its almost always the CPU
[1] even if a bit outdated and deprecated, DLs are still the best way to get optimal cache aligned geometry for the given gpu and cache size