[quote]I tried it. I loaded the .png image through the ImageIO and then brought it over to a BufferedImage via createCompatibleImage. I set both flags to true. One rocketship didn’t seem to do that much damage to the framerate. But a few more certainly did. 
When all I used was update() and paint(), I could get 60+ fps on a PIII 750mhz with this many rocketships on the screen. (Same level of transparency.)
Now, even with accelerated BufferedImages, I barely get 3 fps on a PIV 2.4ghz in the same situation.
You’d think that if hardware mode wasn’t faster than software, it’d be at least within the ballpark. 
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There lies part of the dilemma, drawing an image with an alpha channel to a vram backBuffer when alpha composite is not accelerated is incredibly slow. (the image has to be read back from vram, before the alpha composite can begin)
So, on a system without hardware AlphaCompositing, performance will be far far better by keeping the backBuffer in main mem.
However, this obviously eliminates the potencial for hardware acceleration on regular OPAQUE, and BITMASK images as well.
I think what Sun need to add, is a ‘request capabilities’ type interface, where by you specify what type of images you intend on drawing (OPAQUE,BITMASK, TRANSLUCENT), the api will then pick the best back buffer for you situation.
[quote]So a buffered image created with createCompatibleImage is automatically sent to VRAM if ImageCapabilities.isAccelerated() returns true?
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Not exactly, when a ManagedImage (the type of Image elligable for hardware acceleration, that is returned from createCompatibleImage) is drawn 2 times, it is cached in vram.
If the image (the version in main memory) is subsequently modified, the vram cached version becomes useless, and is disgarded. (and has to be recached on a subsequent blit)
Incidentaly, you must have something not quite right in your code, cos hardware accelerated AlphaCompositing does work [in windows, with 1.4.1_02 or later] 