From my recent experience, using a PixelBufferPool to store pixel buffers instead of creating new ones all the time can yield quite strong performance improvement.
In my app I'm reading buffers from a video using copyPixelBuffer. From the doc it seems that there's no way to pass a pointer to the buffer to manage the memory usage. If true, why is that? Isn't it a strong performance loss? If false, how can I do so?