title: Java 2D Drawing Optimal Performance
body: <p>I'm in the process of writing a Java 2D game. I'm using the built-in Java 2D drawing libraries, drawing on a Graphics2D I acquire from a BufferStrategy from a Canvas in a JFrame (which is sometimes full-screened). The BufferStrategy is double-buffered. Repainting is done actively, via a timer. I'm having some performance issues though, especially on Linux.</p>
  
  <p>And Java2D has so very many ways of creating graphics buffers and drawing graphics that I just don't know if I'm doing the right thing. I've been experimenting with graphics2d.getDeviceConfiguration().createCompatibleVolatileImage, which looks promising, but I have no real proof it it's going to be any faster if I switch the drawing code to that.</p>
  
  <p>In your experience, what is the fastest way to render 2D graphics onto the screen in Java 1.5+? Note that the game is quite far ahead, so I don't want to switch to a completely different method of drawing, like OpenGL or a game engine. I basically want to know how to get the fastest way of using a Graphics2D object to draw stuff to the screen.</p>