What is the difference between hardware acceleration in JavaFX versus 
Swing/AWT? I heard a while back someone claim that Swing/AWT could never fully 
leverage hardware acceleration. However there are the usual mix of -D 
parameters (sun.java2.opengl/sun.java2d.d3d, etc.) for Swing/AWT. So I am just 
wondering how JavaFX’s acceleration differs from the hardware acceleration in 
Swing. When I was giving a talk at a JUG meeting someone called me out on the 
hardware acceleration bit and I realized I didn’t fully understand the 
differences between the two.

 I understand that JavaFX has a scene graph and Swing doesn’t etc. So I am 
assuming that the scene graph operations are optimized on the GPU whereas if 
you were trying to replicate a scene graph in Swing you would obviously be 
doing all the work on the CPU. So Swing’s hardware acceleration is more about 
buffers?

 I did come across this article:
https://weblogs.java.net/blog/opinali/archive/2010/05/03/first-long-look-javafx-13-and-prism
 Specifically this line caught my attention "Prism finally renders effects with 
full hardware acceleration and without the extra buffer copies that spoil 
effects on the Swing toolkit.” 
 This article is a dated - brings up a second question about hardware 
acceleration with a hybrid Swing/JavaFX application - what happens?

 
 Thanks,
-Ryan

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