Hosting Call of Duty Black Ops III modding content requires substantial hardware resources. Unlike older titles in the franchise, Black Ops III runs on a heavily modified engine variant featuring complex physics simulations and dynamic asset streaming. The table below details exact hardware, resource, and routing parameters across three standard hosting environments.
| Architecture Profile | Memory & CPU Allocation | Bandwidth Overhead | Primary Failure Vector |
|---|---|---|---|
| P2P Listen Server (In-Client Hosting) | Combined client/server draw; 6GB, 10GB System RAM; 4 CPU cores minimum | Upstream ~1.5 Mbps per connected peer | Host client crash terminates the entire match instantly for all users |
| Dedicated Headless Node (Standard MP) | Standalone process; 2.5GB, 4GB RAM; 2 Dedicated Cores (3.0 GHz+) | Upstream 8, 15 Mbps continuous upload for 12, 18 players | Misconfigured firewall rules or port binding conflicts on port 27017 |
| Custom Zombies Node (Workshop Mods) | Standalone process; 6GB, 8GB RAM; High single-thread clock speed essential | Upstream 5, 8 Mbps upload; high tick-rate packet bursts | Out-of-memory errors caused by unoptimized custom asset loading |