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Nintendo Switch - Needs static port on its outbound NAT

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At least with the one online multiplayer game I have used so far (Fast RMX) the only requirement for Nintendo Switch online multiplayer is static port outbound NAT. It did not appear to require UPnP, but it's safer to enable that in case another game needs it later.

So as with the Wii U, 3DS, and other similar consoles the best course of action is:

1. Set a static IP address for the device via DHCP static mappings
- Status > DHCP Leases, find the device, click + to add a mapping, set a static address, save, etc.

2. Switch to Hybrid Outbound NAT
- Firewall > NAT, Outbound tab
- Select Hybrid Outbound NAT, Save

3. Add Outbound NAT rule
- Firewall > NAT, Outbound tab
- Click +
- Set the console address as the source (Type = Network, then enter the IP address, pick /32 for the CIDR)
- Check Static Port
- Save/Apply

4. (Optional, So far) Enable UPnP & NAT-PMP
- Enable UPnP & NAT-PMP
- Allow UPnP Port Mapping
- Pick External (WAN) and Internal Interfaces (LAN)
- Set other options as desired
- Save

EDIT: My son is using the Splatoon pre-release global test fire and the online multiplayer is working fine, still only using static port outbound NAT. No UPnP.

Thank you jimp.  This is a great reminder and advice for everyone on the forum.

Alex Atkin UK:
Are you sure about this?

I just tried and you can't set the console IP as the source as the only options are Network, Any or This  Firewall.

 think you may have applied Static Port to the whole LAN not the Switch specifically, in which case you do not need a new rule, just modify the existing one.

Nope, just the switch. Use network and /32 for a single host on the outbound NAT source.

Thanks for this!  I just spent the hour trying to get the Splatoon 2 test fire working and for all I know, the entire event was to show off their new "Unable to connect" screen (I have a screenshot if you want to see it - it is very pretty!)

I had UPNP enabled for the right addresses and it did nothing.  I then unchecked the 'deny access by default' option and it still did nothing.  If that didn't help, what good is UPNP anyway?  Or is this just Nintendo writing bad network code?

Anyway, thanks again!


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