Set up a PlayStation's network connection by hand and, a few screens in, it asks a question that stops most people: Proxy Server, Use or Do Not Use. The Switch asks the same thing with an on/off toggle. Neither console explains what it is asking, and the internet fills the gap with two kinds of answer: forum threads saying "just pick Do Not Use", and proxy vendors saying a proxy will fix your NAT type, cut your ping, and unlock other regions. The first answer is right for almost everyone. The second contains claims that are not true, and this page exists to say which ones.
We run a proxy network, so we have an obvious interest in you buying a proxy. We would rather you buy one for a reason that works. The console proxy setting touches a narrow slice of what the console does, and knowing where that slice ends is the whole answer to the prompt.
What the setting actually routes
A console's proxy setting is an HTTP proxy setting, the same kind a laptop has. It applies to the traffic the console sends as web requests: the PlayStation Store and Nintendo eShop, system and game updates, the built-in browser, and streaming and media apps. It does not apply to the traffic that makes online play work: the game's own connection to its servers or to other players, voice chat, and the connection tests the console runs. That traffic is mostly UDP, sent directly, and it never asks the proxy setting for permission.
Goes through the proxy
Store and eShop
browsing, purchases
System and game updates
large downloads
Built-in browser
where the console has one
Streaming and media apps
most, not all
Ignores the proxy
Online play
direct UDP to servers and players
Voice chat and parties
direct
NAT type and connection tests
router-level
Matchmaking region
decided by the game
That split settles the three claims that sell most console proxies.
A proxy does not change NAT type. NAT type describes how your router handles incoming connections for game traffic. It is a property of the router, fixed with UPnP, port forwarding for the ports Sony and Nintendo publish, or a DMZ entry for the console, and by removing double NAT where a modem and a router both do it. The proxy setting is not in that path at all. Any article that promises a residential proxy will turn NAT type 3 into type 2 is describing a mechanism that does not exist.
A proxy does not reduce ping. Game traffic ignores the proxy, so the proxy cannot shorten its path. For the web traffic it does carry, a proxy adds a hop, which can only add time. Lag is fixed with a wired connection, a router that is not saturated by other devices, and picking closer servers inside the game.
A proxy changes what the store and apps see, not what the game sees. Because store, update, and app traffic does go through the proxy, those services see the proxy's address and, where they decide by address, respond to it. That is the one real effect, and it is also where the setting becomes useful for a small number of people.
Do Not Use, unless one of these is true
For a home connection the correct choice is Do Not Use, and it is the setting the console picks for you on the Easy path. Three situations justify Use.
The network requires it. University halls, some workplaces, and a few hotels only allow web access through a proxy, and hand out the address on their welcome page. Without it the console connects to Wi-Fi and then fails at the store, at updates, and at sign-in. Enter the address the network gives you, and nothing else.
You want web-side traffic to exit from a specific address. Testing how a streaming app or a storefront behaves from another country, or keeping the console's web traffic on a fixed address that a service has approved, are real uses. Be honest with yourself about the limits: account regions on PlayStation Network and the eShop are properties of the account, not of the address, and apps vary in whether they decide by address at all. Test it before you count on it.
You are inspecting the console's traffic. Developers and curious owners point the console at a debugging proxy running on a PC on the same network to see what the console sends. Inspecting traffic is the classic legitimate use of the field, and it is the one case where the address is 192.168.x.x and the port belongs to a program on your own computer.
If none of the three applies, pick Do Not Use and move on. A proxy address copied from a list because a guide said it would improve something puts a stranger's server between your console and every unencrypted request it makes, in exchange for nothing.
If you do use one: what a console needs from a proxy
Consoles are picky clients, and most failures at this screen come from giving them a proxy that cannot meet one of four requirements.
- HTTP, with HTTPS tunnelling. The field expects an HTTP proxy that can open CONNECT tunnels for HTTPS, because the store and updates are HTTPS. A SOCKS proxy in this field fails. Our proxy checker reports HTTP, HTTPS, SOCKS4, and SOCKS5 support separately, so test the address on a computer before typing it into the console.
- No username and password, on PlayStation. The PS5 and PS4 setup screens have no credential fields, so the proxy has to accept your connection without a login. Paid proxies handle this with IP authentication: you register your home IP with the provider, and the proxy accepts connections from it. The Switch's proxy screen includes an automatic authentication option, per Nintendo's own settings guide, but IP authentication is the reliable route on every console.
- A fixed, reachable address. The console stores one address. A proxy that changes, dies, or only works from another network breaks the store and updates until you go back and set Do Not Use. Public free proxies fail this requirement by their nature: a crowd uses each address until it goes dark, usually within the day.
- Bandwidth that fits console use. Game updates and downloads run to tens of gigabytes. A residential proxy priced per gigabyte is the wrong product for that traffic, and it will cost far more than the game did. Products with unlimited bandwidth on a fixed address, which in our range means ISP proxies and the plans on our unlimited proxies page, are the ones built for a device that downloads a lot and needs one stable exit.
Where the setting lives
PS5. Settings, Network, Settings, Set Up Internet Connection. Select your network, open Advanced Settings, and change Proxy Server from Do Not Use to Use. Enter the address and port, then save and run Test Internet Connection.
PS4. Settings, Network, Set Up Internet Connection. Choose Use Wi-Fi or Use a LAN Cable, then Custom. Accept the defaults for IP address, DHCP host name, DNS, and MTU until the Proxy Server screen, choose Use, and enter the address and port.
Nintendo Switch. System Settings, Internet, Internet Settings. Select the saved connection, choose Change Settings, and open Proxy Settings. Turn it on and enter the proxy server and port, with the automatic authentication option if your proxy needs it. Nintendo's own guidance is to leave this off unless you are connecting through a proxy.
Xbox. There is no proxy setting on Xbox consoles. If a network requires one, or you want the console's traffic to pass through one, the options are a router that can apply the proxy for the whole network, or a computer sharing its connection with the proxy configured on the computer.
To undo any of this, return to the same screen and pick Do Not Use, or turn the toggle off. That is also the first thing to do when a console that used to work suddenly cannot reach the store: a proxy that was set months ago and has since died produces exactly that symptom.
When the console reports a proxy error
The PlayStation's message is a generic connection failure or a proxy server error at the test step; the Switch reports that it could not connect. The cause is one of the four requirements above, and the fastest way to find which is to take the address out of the console and test it on a computer.
Type the address and port into our proxy checker on a computer. A dead result means the proxy is gone and the console was right to fail. An alive result with HTTP but no HTTPS support means the store's encrypted traffic cannot pass. A result showing SOCKS only means it is the wrong kind of proxy for this field. And a proxy that works on the computer but not on the console is almost always one that needs a username and password the console cannot send, which is solved by IP authentication with the provider, as our guide to 407 Proxy Authentication Required explains. If you took the address from a public list, the honest expectation is that it has died since you copied it; our free proxy list marks each address with the time it last answered, and it is fine for a quick test, but a console needs the fixed address from the previous section to keep working.
Fixing the thing you were probably trying to fix
Most people who set a console proxy were trying to solve NAT type 3, strict NAT, or a party chat that will not connect. The proxy setting cannot touch those, so here is where the fix lives. Sign in to the router and enable UPnP, which lets the console open the ports it needs by itself. If UPnP is unavailable or unreliable, give the console a fixed local IP and forward the ports Sony or Nintendo publish for their networks to it, or place the console in the router's DMZ. Check for double NAT: a modem with its own router function in front of a second router creates two layers, and the fix is bridge mode on the modem. Then run the console's connection test again. None of that involves a proxy, and all of it works.