- 1 dedicated IP address
- 10 devices
- 5 open ports
- 100 GBbandwidth
- 20 Mbpsspeed
If your router's WAN address is in 100.64.0.0/10, your ISP's NAT sits above your router, and no port forward or UPnP setting at home can open it. GetAStatic, a WireGuard VPN with a dedicated public IPv4, takes that layer out, from $2/mo.
Not affiliated with Sony Interactive Entertainment, Microsoft or Valve. Ports and NAT terms as listed on their support pages, checked 2026-10-07.
Updated
| Xbox | Open, Moderate, Strict or Unavailable, under Profile & system > Settings > General > Network settings. |
|---|---|
| Xbox, Strict | Microsoft: you can only play with people who have Open NAT, and you can't be chosen as host. |
| PlayStation | NAT Type 1, 2 or 3 in the Test Internet Connection result. Sony says Type 3 may stop Remote Play. |
| PC and Steam | No system-wide NAT type. Games that use Valve's Steam Datagram Relay can send peer traffic through Valve's relays. |
| WAN IP in 100.64.0.0/10 | CGNAT (RFC 6598). Microsoft's private-address list leaves this range out, so check it yourself. |
Checked .
Party chat, hosting a lobby and some matchmaking connect consoles to each other directly. A console's NAT type is its own test of whether other players can send packets to it. Open or Type 1 is the least restricted. Strict or Type 3 means only some peers can reach you, so lobbies fail, voice drops or you never host.
A normal home has one layer of NAT: your router shares one public address among your devices. UPnP lets the console ask the router to open a port, and port forwarding does the same by hand. With that one layer working, many consoles report Open or Type 2.
Double NAT adds a second box in your home, often the ISP's gateway with your router behind it. UPnP opens ports only on the inner router. Microsoft's first fix is bridge mode on the gateway, which can work because both boxes are yours.
CGNAT moves the outer layer into the ISP's network. Many homes share one public address, and your router holds a private one. UPnP requests and port forwards stop at your router; the ISP's NAT takes no instructions from customers. So the console can stay on Strict or Type 3 no matter what you change at home. Microsoft's own advice for a private WAN address is to ask the ISP for a public IP, or change ISP.
If the outer NAT belongs to your ISP, the fix is a public IPv4 the ISP does not control: theirs, if they sell one, or a tunneled one.
Your own static IP over WireGuard. No VPS.
Dedicated IPv4 from $2/mo →GetAStatic gives you a dedicated IPv4 on our node in Kansas City, Missouri or San Jose, California. Your router, or your PC, connects out to it over WireGuard, which CGNAT allows. Connections to the ports you open in the dashboard come back down the tunnel. For traffic through the tunnel, the ISP's shared NAT is out of the path; your line itself still has CGNAT.
After that, your own router decides the rest. The console sits behind it, as on a home line with a public IP. Every port starts closed, and we do not do UPnP: a console asking for a port opens nothing on our side. You open the ports Microsoft or Sony list in the dashboard, then forward the same ones on the router.
An open port is not the same as Open NAT. A port check shows that one port answers. The console's NAT test also judges how outgoing connections are translated, and Xbox needs Teredo working, so a console can still show Moderate with every listed port open. We cannot promise a NAT type. We can take the ISP's layer away, so what is left is under your control.
A PC is simpler. It runs WireGuard itself, so the opened ports reach it with no router forward, and every connection on the PC uses the new IP.
PlayStation and Xbox cannot run WireGuard. The tunnel runs on a router that can, such as OpenWrt, pfSense, OPNsense, MikroTik or GL.iNet, with the console behind it. On a PC, skip the router steps and import the config on the PC.
| Port | Protocol | Used for |
|---|---|---|
| 3074 | TCP+UDP | Xbox network |
| 88 | UDP | Xbox network |
| 53 | TCP+UDP | Xbox network |
| 80 | TCP | Xbox network |
| 500 | UDP | Xbox network |
| 3544 | UDP | Xbox network |
| 4500 | UDP | Xbox network |
| 9002 | UDP | Xbox remote play, only if it fails on Strict NAT |
| 80, 443 | TCP | PlayStation Network |
| 3478–3480 | TCP | PlayStation Network |
| 3478–3479 | UDP | PlayStation Network |
| 49152–65535 | UDP | PlayStation Network (16,384 ports) |
| 8572 | UDP | PS Remote Play |
As Microsoft and Sony publish them, checked 2026-10-07. Both lists mix outgoing and incoming ports without saying which is which, so we do not trim them. Microsoft adds that some games need more ports.
Plus for light use, Pro for most people, Ultra for full gigabit.
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We do not promise either. Type 1 normally means the console holds a public address with no router in between, and with our tunnel the console sits behind your router. If CGNAT was the cause, removing it can move you off Strict or Type 3; the final result depends on your router, the ports you forward and the game.
UPnP asks the box the console talks to, which is your router. Your router opens the port and the console sees success, but the ISP's NAT above it never hears about it, so packets from other players still stop there.
No. Traffic goes through Kansas City, Missouri or San Jose, California, which adds some delay; it is small for players near it and larger far from the IP's city. Matchmaking speed depends on the game and its servers.
Often less than on a console. The PC runs WireGuard itself and opened ports reach it directly, which helps games that connect players straight to each other. Games built on Valve's Steam Datagram Relay can send peer traffic through Valve's relays instead, and those care much less about your NAT.
Have more questions? See the full FAQ →