Haloce classic graphics have worse fps than remast

When I play Halo ce on my pc the classic graphics drops my frame-rate tremendously to the point it is almost unplayable while in the remastered graphics the game runs smoothly with little to no issues, I get a stutter here and there on halo reach but that is fixed with the capped frame-rate, I can run the original halo ce at 400 fps with no issue but mcc is like we can’t do it, I hope they patch this

Same here, quick question, are you by any chance using windows 7? Apparently from what I’ve read, this is an exclusively a Windows 7 issue, that’s what I’m using anyway. Also posted this issue on the steam forums and a kind gentlemen explained to me why Halo CE in MMC is the way it is, he also uses Windows 7. As well has a partial fix, here’s his response

> "I’ve got this problem too. There’s good news and bad news. The good news is that I’ve found the root cause for me. The bad news is that fixing it requires disabling Anti-Cheat.
>
> For me, it is caused by a combination of Windows 7 (no support for D3D11 ConstantBufferPartialUpdate), and possibly PCI Express 2.0 (old motherboard).
>
> What’s happening is that Halo 1 CE detects that ConstantBufferPartialUpdate (google it) is unavailable and falls back to, wait for it… uploading the entire 128K buffer-full of data to the GPU for every object every frame. At 30fps, that’s about (draws per frame=~427)1281024*30 == ~1.56GB/s. This can be verified in RenderDoc (which the game contains references too!)
>
> This is absolutely shoddy programming, and the cynicist in me says it’s intentional. Every gfx dev knows not to do that. And to clarify, this lazy API usage does not occur on Anniversary graphics! The per-draw cbuffer updates for Anniversary graphics are small (<2KB), like they should be, and that’s why the FPS is at the expected level.
>
> But the fix! The fix is either to build your own specialised D3D11 wrapper that emulates ConstantBufferPartialUpdate by using an intermediate buffer and copying to the cbuffer using CopySubresourceRegion (which is how I verified this), or the easy way: DXVK.
>
> DXVK emulates D3D11 on Vulkan, which can handle ConstantBufferPartialUpdate and can get up to the full framerate. But, both of those methods are “cheating”, and DXVK will have other overheads.
>
> So, I’ve got the fix. 343 can implement it if they so desire. Maybe I should update my ticket.
>
> And also, does DXVK work for others having this problem? (remember to disable EAC)
>
>
> Signed, happyish Windows 7 user. "