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Your result appears under "NAT type" in the box below, usually within two seconds. No download, no console menu.
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| Date & Time | Duration | Avg Ping | Avg Jitter | Packet Loss | Actions |
|---|
Your NAT type decides whether other players can reach you directly. A strict NAT causes long matchmaking, parties that will not connect and voice chat that works for everyone except you.
A console prints NAT Type 1, 2 or 3 after probing its own connection. A browser cannot read that value, and a site that claims to show your console's NAT type is guessing. What a browser can do is build a real peer connection and check which kind of path worked. That uses ICE, the same method games use to connect you to other players. The three results map closely to the console labels:
Your device is reachable at a public address (a host candidate). Roughly the console's Type 1. Nothing to fix.
Your router does NAT, but a direct path worked (a server-reflexive candidate). Roughly Type 2, the most common result, and fine for almost every game.
No direct path; the connection only worked through a relay server. Roughly Type 3. This one causes matchmaking and party problems.
The most common cause is CGNAT (carrier-grade NAT). Many providers no longer give each customer a public IPv4 address; customers share one, and the provider's equipment translates the traffic. Your router is then not the last NAT on the path, and no setting in it can change that. Mobile internet is almost always CGNAT; on cable and fibre it depends on the provider and tariff.
Two ways to check:
100.64.x.x–100.127.x.x (or 10.x, 172.16–31.x, 192.168.x) and differs from the IP shown in the box above, your provider adds a second NAT.A strict NAT affects who can reach you: joining parties, hosting, peer-to-peer matches. It does not cause packet loss or an unstable ping to a game server. A relayed path can add some latency because the traffic takes a detour, but if your line drops packets or your ping jumps, the cause is elsewhere. The chart above shows that.
If your network blocks UDP completely (some company networks, VPNs, hotel or campus Wi-Fi), the test falls back to TCP and the NAT line says "UDP blocked" instead of a type.
Not the number your console prints; no browser can read that. It can build a real peer connection and report which path worked: direct, behind NAT or relayed. That is the same mechanism a game uses, so the answer matches what matters for matchmaking.
Carrier-grade NAT: your provider shares one public IPv4 address between many customers. Your router cannot open ports for you then. Ask your provider for a public IPv4 address.
No. It does not drop packets and does not add latency to a game server, apart from a small detour on a relayed path. Packet loss and ping jumps have other causes; the chart on this page shows them.
Without CGNAT: enable UPnP or forward your game ports, and avoid two routers in a row. With CGNAT: ask your provider for a public IPv4 address, or use IPv6 if it is available.
Your network blocks UDP, for example a company firewall, a VPN or hotel Wi-Fi. The test then measures over TCP, which establishes no NAT type and hides packet loss by resending lost packets.