Hi,
If you have the choice of using both approaches, and there are not
other considerations that influence your choice, then its better to go
with the native display object based filters for performance. Degrafa
filters are great for compositing geometries together but there is a
higher overhead with using them.
The same of course is true in the player itself compared with not
using filters, but they should be faster than using the degrafa ones
if you're updating the bezier a lot.
Using filters in Degrafa *or* the flash native filters means
a) you use extra memory because extra bitmapdata is created
b) things run slower becaue at a low level a filter is basically
looping through all the pixels for each change of the filtered
object's display state.
So this means that for larger shapes, the filters cause more slowdown
(part of the reason for the size limits in flash I guess).
One way around this is the old flash trick that pre-dates the
availability of filters in flash: drawing a vector 'shadow' version of
your cubic bezier. It won't be as blurry but I think you could do
something like that by displacing each of the points by the half the
length of the dropshadow in the direction of the angle (simple
trigonometry), setting this version's stroke color to (eg.) black with
a low alpha and stroke weight to be the length of the shadow. Draw the
'shadow' version before you draw the original. Play with the settings
to get the best effect. It won't be as 'nice' looking as the filter
version, but should be fast.
Hope that helps
Greg