RDP with monogame development

Hey,

I develop MG on my desktop at home and I use RDP to work on it remotely (coffee shops, hotels, parents house, etc…). I discovered something which is interesting with FPS. At home, my game will run at solid at 60fps and never dips. When under RDP, it runs between 30-50fps. The FPS calculations are made in the Draw() and output with DrawString to the screen.

Why is it that RDP causes the applications draw to slow down? I get the transmission of the RDP screen would be laggy in the FPS area but it impacts the application loop itself.

I can totally live with this while working remotely, I just found it strange and was wondering if anyone had any ideas.

    private int Calculate()
    {
        double Delta = TimeSystem.Time.ElapsedGameTime.TotalSeconds; // Gametime
        CurrentFramesPerSecond = 1.0f / Delta;
        FPSBuffer.Enqueue(CurrentFramesPerSecond);
        if (FPSBuffer.Count > MAXIMUM_SAMPLES)
        {
            FPSBuffer.Dequeue();
            return (int)Math.Round(FPSBuffer.Average(i => i));
        }
        else
            return (int)Math.Round(CurrentFramesPerSecond);
    }