NAT type
Starlink NAT type: why consoles say Moderate or Strict, and what helps
What Xbox, PlayStation and Switch mean by their NAT ratings, what Starlink does with your connection, and which settings help. Plus the one thing no setting changes on a home plan.
On Starlink home plans, expect a middling or strict NAT type more often than on cable: Moderate or Strict on Xbox, Type 3 on PlayStation, a lower letter on Switch.
The cause is at Starlink’s end, not in your settings. Residential plans share public IPv4 addresses between customers and allow no inbound IPv4 connections, so no home router setting makes the IPv4 side Open. Starlink doesn’t publish NAT-type results; this is our reading of its help pages and the console makers’. The good news: most matchmade games run on the publisher’s servers and play fine. Hosting and some direct, peer-to-peer matches are where it bites.
Connection board · ResidentialStarlink help center
- IPv4 address
- Shared Carrier-grade NAT on Starlink’s default IPv4 setting.
- Inbound IPv4
- Blocked The default policy allows no inbound IPv4 traffic.
- IPv6
- Native On every Starlink router, kit version and plan.
- Ports opened by Starlink routers
- None Starlink’s routers do no port forwarding or firewall rules.
- Own public IPv4
- Priority only Local Priority and Global Priority plans; not Residential.
- UPnP on Starlink routers
- Not stated Not addressed anywhere in Starlink’s support pages we searched.
Read in Starlink’s US help center on Nov 3, 2026. Each item is cited below.
Three NAT scales, side by side
NAT (network address translation) is how a router lets many devices share one address. Each console maker grades how easily your console can reach other players through it, and each uses its own scale. They don’t map one-to-one; the rows below are our alignment of the makers’ own definitions.
| Rating | Xbox | PlayStation | Nintendo Switch |
|---|---|---|---|
| Best | Open: play and host with people on any NAT type. | Type 1: the console is connected directly to the internet, with no router. | A: best for peer-to-peer; works well with other players. |
| Middle | Moderate: may not reach some players, and normally won’t be chosen as host. | Type 2: connected through a router; the usual home result. | B: works with most types. C: may struggle with stricter types; heavy lag can time out matchmaking. |
| Worst | Strict: plays only with Open players and is never the host. | Type 3: through a router, and play with others may be impossible or limited. | D: generally reaches only A players. F: can’t complete peer-to-peer connections. Nintendo gives no separate text for E. |
Xbox has a fourth state, too. Microsoft says: “If NAT is unavailable, you'll be unable to use party chat or connect to multiplayer games for some XBOX titles.” PlayStation’s definitions come from Sony’s PS4 user’s guide; we found no current Sony page that defines NAT types for PS5. Nintendo’s scale runs from A to F on Switch and Switch 2.
What Starlink does with your connection
Starlink’s help center is unusually direct about this. On a Residential plan, here is what your router gets:
- A shared IPv4 address. On its default IPv4 setting, Starlink puts customers behind carrier-grade NAT (CGNAT) using shared addresses from 100.64.0.0/10, so your router does not get its own public IPv4 address. Starlink names Residential and Roam as the plans that use it.
- No inbound IPv4. Starlink's default CGNAT setting allows no inbound IPv4 connections, so nobody on the internet can open a connection to a console or PC at home over IPv4.
- Native IPv6. Starlink supports native IPv6 on every Starlink router, kit version and plan, including Residential. Each home gets its own IPv6 addresses, with nothing shared. Starlink doesn’t say whether unrequested inbound IPv6 reaches devices behind its own router.
- No port rules on Starlink’s routers. Starlink's own routers cannot do port forwarding; you need your own router plus a public IP (a Priority plan) to forward ports.
- Own public IPv4 only on Priority. A public IPv4 address is an option only on the Local Priority and Global Priority plans, not on Residential. Even then, Starlink does not offer truly static IP addresses; a public IP is held through reboots but can change if you move the dish or after software updates.
- UPnP: not stated. Starlink's help center does not say whether Starlink routers support UPnP.
- A connection cap. Residential and Roam plans have a limit of 1,200 connections (TCP or UDP sessions) at the same time; once the limit is hit, the oldest connections are dropped. Starlink lists gaming problems among the symptoms of hitting that cap, which a household with many busy devices could reach.
- Gaming ports aren’t blocked (our reading). Starlink blocks a short list of ports for all customers (for example outbound TCP 25 and 445); the common Xbox and PlayStation gaming ports are not on that list, going by Starlink’s published list.
- Changes may come. Starlink says customers may see changes such as publicly routable addresses and non-CGNAT setups as the network is upgraded, but gives no date or plan list.
What Microsoft, Sony and Nintendo say
Xbox
- Private addresses rule out Open NAT. Microsoft says if your ISP gives your router a private IP address, Open NAT is not possible and you need a public IP from the ISP or a different ISP. Starlink’s shared range isn’t on Microsoft’s list of private ranges, but Microsoft’s own check (comparing the router’s address with what an outside site sees) would show the mismatch on a default Starlink line. That’s our reading.
- IPv6 is the way around it. Microsoft recommends IPv6 because it removes the need for NAT, which can interfere with multiplayer and chat; both router and ISP must support it. Starlink already covers the ISP half.
- Teredo for some games. Some Xbox games need a Teredo IP address for party chat and multiplayer; Microsoft says to allow Teredo or IPv6 tunneling on the router.
- UPnP, and what not to mix. Microsoft's first NAT fix is UPnP on your router, and it warns not to combine UPnP, port forwarding and DMZ.
- Double NAT. Microsoft says two devices doing NAT cause a 'Double NAT detected' error and trouble hosting, joining or hearing players.
- Ports. Microsoft lists the ports the Xbox network needs and says forwarding happens on the router. On Starlink, forwarding needs your own router plus a Priority plan’s public IPv4 address.
PlayStation
- The scale. PlayStation: Type 1 means the console connects directly to the internet; Types 2 and 3 mean it connects through a router, and with Type 3 playing with others may be impossible or limited.
- IPv4 is still required. PS5 supports IPv6 but not IPv6-only connections, so the console still needs IPv4. Sony doesn’t say whether PS5 multiplayer uses IPv6 between consoles, so on Starlink Residential the shared IPv4 path is the one that counts.
- Direct play uses changing ports. Sony lists PSN ports TCP 80, 443, 3478, 3479, 3480 and UDP 3478, 3479, and says direct play with other consoles uses a different port each time. That direct, console-to-console traffic is what a shared IPv4 address makes harder (our reading).
Nintendo Switch
- The scale. Nintendo Switch and Switch 2 rate NAT from A (best for peer-to-peer) to F (peer-to-peer impossible).
- D to F. Switch NAT D can generally only connect to NAT A players; NAT F makes connecting to other players impossible. Nintendo suggests turning off IPv6 Connection. Note that this runs the opposite way to Microsoft’s IPv6 advice; follow each maker’s advice on its own console.
- It isn’t always you. Nintendo says the other player's NAT type matters too, so a failed match is not always your network's fault.

What you can actually do
- Leave IPv6 on in your router and on Xbox or PC. Starlink provides it on every plan, and Microsoft says IPv6 removes the need for NAT. On PS5 it doesn’t replace IPv4, so don’t set anything to IPv6-only.
- Make sure only one router does NAT. Starlink itself warns of double NAT when you mix the Starlink Wi-Fi router with an Ethernet adapter and another router. If you add your own router, put the Starlink router in bypass mode. Starlink notes that the app can turn bypass on but only a factory reset turns it off. The console setup guide walks through it.
- Turn on UPnP in your own router, if you use one, and don’t combine it with DMZ or manual port rules. It cleans up the NAT inside your house. It can’t open the shared address at Starlink’s end, so it may lift Strict to Moderate but won’t give you Open over IPv4 (our reading).
- On Switch, test with IPv6 off if you see D or F, as Nintendo suggests, then test again.
- Wire the console. A cable doesn’t change the NAT type, but it removes Wi-Fi drops that make matchmaking time out, which Nintendo lists as a C-type symptom.
- Accept the one thing you can’t change. On Residential, the IPv4 side stays shared. Only a Priority plan comes with its own public IPv4 address.
Which games it matters for
Whether NAT matters depends on who connects to whom. This is our reading of the common connection styles, not a list Starlink or the console makers publish.
| How the game connects | Typical genres | Effect of shared IPv4 |
|---|---|---|
| Publisher’s dedicated servers | Most big shooters, battle royale, MMOs | Little Your console starts every connection, so it works. |
| Matchmaking with player hosts | Some co-op and party games | Some Joining usually works; you’ll rarely be picked as host. |
| Direct peer-to-peer matches | Many fighting games, some sports and racing modes | Some Matches with other strict players can fail or take longer. |
| Party and voice chat | All genres | Some Mostly through servers; some Xbox titles need Teredo. |
| Hosting your own server | Survival and sandbox servers for friends | Blocks it Friends can’t reach it over IPv4. |
So the short version: joining is fine, hosting is the weak spot. Title-by-title notes are on which games play well, and if your NAT looks fine but matches still stutter, the problem is more likely spikes than NAT; see the lag guide.
The limits no setting changes
- Shared IPv4. Residential plans use carrier-grade NAT, with no inbound IPv4 connections, so Open NAT over IPv4 isn’t reachable on a home plan.
- No port rules on Starlink routers. Starlink’s own routers can’t forward ports; even your own router needs a public IPv4 address, which only Priority plans include.
- UPnP is unconfirmed. Starlink doesn’t say whether its routers support it, and on a shared address it can’t open the outside anyway.
- Hosting. Friends can’t reach a lobby or server you host over IPv4.
- Spikes still matter. A good NAT type doesn’t stop the brief ping spikes from satellite switches, obstructions or busy evenings; see ping for gaming.
Sit this one out if…
- you host lobbies or game servers for friends: on a Residential plan, nobody outside can start an IPv4 connection to you
- you need Open NAT on every game, or your main game is peer-to-peer on PlayStation: Starlink home plans share IPv4 addresses
- fiber or cable reaches your address: a wired line usually comes with fewer NAT problems
What gamers and cord-cutters ask
What NAT type does Starlink give you?
Starlink doesn’t publish NAT-type results, and the console decides the label. On Residential plans, IPv4 addresses are shared and inbound IPv4 is blocked, so our reading is that Moderate or Strict on Xbox, Type 3 on PlayStation and a middle-to-low letter on Switch are more common than on a cable line.
How do I change my NAT type on Starlink?
You can tidy up your side: keep IPv6 on, make sure only one router does NAT (use bypass mode if you add your own router), and turn on UPnP in your own router. You can’t make the shared IPv4 address at Starlink’s end open on a Residential plan.
Why is my NAT type Moderate on Starlink?
Because the IPv4 address your router gets is not a public one; many Starlink homes share public IPv4 addresses through carrier-grade NAT. Microsoft says a private address from the ISP makes Open NAT impossible, and Moderate is a common result in that case (our reading).
Can I get an open NAT on Xbox with Starlink?
Not over IPv4 on a Residential plan. Microsoft recommends IPv6 because it removes the need for NAT, and Starlink provides native IPv6, so leave IPv6 on in your router and on the console. Some Xbox games also need Teredo for party chat and multiplayer.
Why does my Xbox say “UPnP not successful” on Starlink?
It means the console couldn’t get your router to open ports for it automatically. Starlink doesn’t say whether its routers support UPnP. Even on your own router with UPnP on, UPnP can’t open the shared IPv4 address at Starlink’s end, so the message may stay (our reading).
What NAT type is best for PS5?
Type 1 means the console connects straight to the internet, and Type 2, through a router, is the normal good result at home. Type 3 is the one that limits play with others. Sony’s definitions come from its PS4 user’s guide; we found no current Sony page defining PS5 NAT types.
What NAT type will a Nintendo Switch show on Starlink?
Nintendo rates NAT from A to F, and says the other player’s NAT type matters too. Online play through Nintendo’s servers and most matches still work. If you test D or F, Nintendo suggests trying with IPv6 turned off.
Receipts for the numbers above
- Starlink support: IP address types (looked up Nov 3, 2026)
- Starlink support: port forwarding (looked up Nov 3, 2026)
- Starlink help-center search (US) (looked up Nov 3, 2026)
- Starlink support: DHCP settings (looked up Nov 3, 2026)
- Starlink support: CGNAT session limit (looked up Nov 3, 2026)
- Starlink support: bypass mode (looked up Nov 3, 2026)
- Xbox Support: NAT and multiplayer errors (looked up Nov 3, 2026)
- Xbox Support: IPv6 (looked up Nov 3, 2026)
- Xbox Support: network ports (looked up Nov 3, 2026)
- PlayStation 4 guide: connection test (looked up Nov 3, 2026)
- PlayStation Support: getting online (looked up Nov 3, 2026)
- Nintendo Support: matchmaking errors (looked up Nov 3, 2026)
- Nintendo Support: Switch NAT help (looked up Nov 3, 2026)
Every figure keeps the date we last looked it up; our fact rules say how. When one turns out wrong or stale, the fix is dated on the corrections page.