CGNAT and gaming: why your NAT type is strict, and what a public IP can fix

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.

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Updated

Facts

What each platform calls its NAT type

XboxOpen, Moderate, Strict or Unavailable, under Profile & system > Settings > General > Network settings.
Xbox, StrictMicrosoft: you can only play with people who have Open NAT, and you can't be chosen as host.
PlayStationNAT Type 1, 2 or 3 in the Test Internet Connection result. Sony says Type 3 may stop Remote Play.
PC and SteamNo system-wide NAT type. Games that use Valve's Steam Datagram Relay can send peer traffic through Valve's relays.
WAN IP in 100.64.0.0/10CGNAT (RFC 6598). Microsoft's private-address list leaves this range out, so check it yourself.

Checked .

The problem

What NAT type measures, and where CGNAT comes in

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.

Check

Is CGNAT likely? Check in this order

  1. Note what the console reports. Xbox: Profile & system > Settings > General > Network settings, and look for a Double NAT detected message too. PS5: Settings > Network, then Test Internet Connection.
  2. Find the WAN (Internet) IP in your router's admin page, then search "what is my IP" from the same network. Or let the free CGNAT check compare them for you.
  3. A WAN IP from 100.64.0.0 to 100.127.255.255 (100.64.0.0/10) is CGNAT. No router setting can remove that layer.
  4. A WAN IP starting with 10., 172.16 to 172.31 or 192.168. is double NAT, or CGNAT on some mobile ISPs. Try bridge mode on the ISP's gateway first. If the WAN IP stays private afterwards, treat it as CGNAT.
  5. If the WAN IP matches what-is-my-IP, CGNAT is not your problem. Look at UPnP, router firmware and DMZ instead. Microsoft says not to combine port forwarding, UPnP and DMZ.

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.

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Why use GetAStatic?

What GetAStatic changes for a console or gaming PC

  • A dedicated public IPv4 at the front of your network, in place of the ISP's shared address
  • Inbound TCP and UDP ports you choose: 5 open ports on Plus, unlimited open ports on Pro and Ultra; a range counts as its size
  • Runs on a WireGuard router in front of a PlayStation or Xbox, or on the gaming PC itself
  • Works behind CGNAT, because the tunnel connects out on UDP 1194 or 443
How it works

What a public IPv4 changes, and what it leaves to you

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.

Setup

Setup: a router in front of the console

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.

  1. Write down the console's current NAT result, so you can compare afterwards.
  2. Choose a plan. The Xbox list below takes 9 ports and the PlayStation list includes a UDP range of 16,384 ports, so for a console we suggest Pro or Ultra. Plus's 5 open ports suit a PC game that needs a few.
  3. Import the WireGuard config on the router and send the console's traffic through the tunnel. The router guide covers each router family.
  4. Give the console a fixed LAN address with a DHCP reservation. Microsoft asks for one before port forwarding, and Sony's error pages suggest a static address too.
  5. In the dashboard, open your platform's ports from the table. On the router, forward the same ports from the WireGuard interface to the console. Turn off any DMZ you set up earlier.
  6. Restart the console, run its NAT test again, then try a party or a match.
PortProtocolUsed for
3074TCP+UDPXbox network
88UDPXbox network
53TCP+UDPXbox network
80TCPXbox network
500UDPXbox network
3544UDPXbox network
4500UDPXbox network
9002UDPXbox remote play, only if it fails on Strict NAT
80, 443TCPPlayStation Network
3478–3480TCPPlayStation Network
3478–3479UDPPlayStation Network
49152–65535UDPPlayStation Network (16,384 ports)
8572UDPPS 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.

Good to know

When GetAStatic may not fix it

  • No UPnP and no automatic port mapping. A game that opens ports on the fly gets only the ports you opened. On Pro and Ultra you can open wide ranges; on Plus such a game may not fit.
  • Port count: Plus allows 5 open ports, and TCP and UDP on the same number count as two. Neither console list fits in it.
  • It does not fix the game's servers, Wi-Fi drops, packet loss on your line, a firewall on the PC, or a PlayStation Network or Xbox network outage. Check the platform's status page before you buy.
  • It does not lower ping. Traffic takes an extra hop through Kansas City, Missouri or San Jose, California, and players far from the IP's city feel more of it. Speed is capped at 20 Mbps on Plus, 100 Mbps on Pro and 1 Gbps on Ultra.
  • A console needs a router in front of it that runs WireGuard. If your only router is an ISP gateway that cannot, add one that can, such as a GL.iNet travel router, or this will not work for the console.
  • Game downloads through the tunnel count toward the monthly data: 100 GB on Plus, 1 TB on Pro.
  • Each IP is one WireGuard config, active on one device at a time. Run it on a router and every device behind it shares the IP; the plan card's device figure is a guide, not a cap.
Pricing

Choose your plan

Plus for light use, Pro for most people, Ultra for full gigabit.

Plus
$2/mo

 

  • 1 dedicated IP address
  • 10 devices
  • 5 open ports
  • 100 GBbandwidth
  • 20 Mbpsspeed
Ultra
$10/mo

 

  • 2 dedicated IP addresses
  • Unlimited devices
  • Unlimited open ports
  • 5 TBbandwidth
  • 1 Gbpsspeed
  • Inbound + outbound access
  • Instant activation
  • 7-day money-back guarantee
  • Cancel anytime
Add-ons, per IP addressCustom hostname $5·Addtl. IP $2/mo (Ultra $7/mo)·Gigabit Speed (Plus & Pro) $5/mo·SMTP $25
FAQ

Questions, answered.

01Will this give me Open NAT or NAT Type 1?

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.

02Why does turning on UPnP not help behind CGNAT?

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.

03Will a public IP lower my ping or speed up matchmaking?

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.

04Does it help on PC and Steam?

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 →