BufferStrategy & acceleration
I posted this at:
and was told to ask you guys about this.
I use a big VolatileImage to pre-render the static background of my game, and this image is painted onto a 2-buffer BufferStrategy since this improves performance (on windows the FPS nearly doubled).
Strangely though, on some computers the VolatileImage seems to be unaccelerated but the BufferStrategy is. When this happens the FPS is only about 11 when on most computers it is 70 (This must be because it takes ages to paint the unaccelerated VolatileImage to the BufferStrategy). I also get the following results:
bufferStrategy.getCapabilities().getFrontBufferCapabilities().isAccelerated() returns true
bufferStrategy.getCapabilities().getBackBufferCapabilities().isAccelerated() returns true
GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice().getAvailableAcceleratedMemory() returns 0 before and after I create the BufferStrategy or the big VolatileImage.
I assume that the VolatileImage is not accelerated since there is no accelerated memory, but why then is the BufferStrategy accelerated?