NODE PL-WAW-01 READYPOOL 14,212 IPsCARRIERS ORANGE · T-MOBILE · PLAY · PLUS
GAMINGPROXY · ROUTE-LAB v2.4
SESSION STICKY 14m--:--:-- UTC
GAMINGPROXYPL
LIVE / PL POOL
Route WAW-01 · 14ms · Carrier ORANGE 5G · OK · Jitter ~ 1.8ms · STABLE · Loss 0.0% · CLEAN · Route KRK-03 · 22ms · Session sticky · 14m 02s · Pool PL/mobile · 14,212 IPs · SOCKS5 endpoint · OPEN · Carrier PLAY 4G+ · OK · Hop count · 5 · Game region · EU-WEST · Auth /api/auth · 200 OK · Rotation /v1/rot · READY · Anti-cheat note · PLAYER RESP. · Route GDA-02 · 19ms · Carrier T-MOBILE · OK · Route WAW-01 · 14ms · Carrier ORANGE 5G · OK · Jitter ~ 1.8ms · STABLE · Loss 0.0% · CLEAN · Route KRK-03 · 22ms · Session sticky · 14m 02s · Pool PL/mobile · 14,212 IPs · SOCKS5 endpoint · OPEN · Carrier PLAY 4G+ · OK · Hop count · 5 · Game region · EU-WEST · Auth /api/auth · 200 OK · Rotation /v1/rot · READY · Anti-cheat note · PLAYER RESP. · Route GDA-02 · 19ms · Carrier T-MOBILE · OK ·
Section 01 / Route Lab

Gaming Proxy
on mobile IPs
for game traffic.

A Poland gaming proxy routes your launcher through a real Polish mobile IP held for the whole match. Test the route before you trust it: measure ping, check game compatibility, and play on a path tuned for game traffic instead of generic web requests.

DIRECTGamingProxy is a Poland-based gaming proxy for players and teams. Use it to test low ping routes, reach services that expect a Polish mobile IP, check launcher compatibility, and run VPN-alternative setups across the games and platforms we support.

1-hour free trial — 1 live proxy, no card required.

  • Real PL 4G/5G mobile exit IPs
  • Orange · T-Mobile · Play · Plus
  • SOCKS5 · HTTP(S) · OpenVPN · VLESS, sticky or rotate
  • Anti-cheat / ToS = player responsibility
PL Pool Available14,212 available
Route Health · WAW-0198%
Carrier Coverage4 / 4 LIVE
────────────────────────────────────────────────────────────────────────────────────────────────────────────────────────
14,212 live IPs4 carriers7 cities0 payload logging
ROUTE / WAW-01 → EU-WEST
ROUTE-LAB v2.4
illustrative
POLANDEXIT-IP TERRITORYWARSAWKRAKÓWGDAŃSKWROCŁAWPOZNAŃEU-WESTCLIENT0MSPL-EDGE6MSEXIT-WAW11MSIX-WAW14MSEU-WEST22MSGAME SVR24MS
X · LATENCY (MS)RAW · RFC1918 → EU-WEST
010203040
TELEMETRY1Hz
PING
24MS
▲ vs ISP baseline · −9ms
JITTER
1.8MS
σ over 30s
PACKET LOSS
0.0%
clean window
HOPS
5
PL-EDGE → REGION
REGION TARGETEU-WEST
EXIT CARRIERPOLAND
ORANGE5G
T-MOBILE5G
PLAY4G+
PLUS5G
SESSION MODESTICKY
STICKYhold IP · 30 min
ROTATEper-request · API
NODEPL-WAW-01
TARGETEU-WEST
PING24MS
JITTER1.8MS
LOSS0.0%
MTU1432
UPTIME99.92%
Section 02 / Stack

Built for gaming workflows, not generic web traffic

5 modules
route · session · launcher · QA · compat
02 / A

Polish low ping routing

Send test traffic through the PL edge into your target game region, then watch baseline vs proxied ping side by side over 60-second windows.
PL-EDGECHARTSWINDOWS
02 / B

Polish mobile IP access

Pin a sticky exit on Orange, T-Mobile, Play or Plus and keep it for any session that won’t run without a Polish source IP.
STICKY4G/5GPL ONLY
02 / C

Game launcher proxy

Point Steam, Epic, Riot, Battle.net or your own launcher at a SOCKS5 endpoint. On systems that support it, the routing stays scoped to that single app.
SOCKS5HTTP(S)PER-APP
02 / D

Matchmaking testing

QA matchmaking from a Polish IP block when you need to check region pools, queue times, or how a partner build behaves for a PL audience.
QAPL POOLREGION
02 / E

Compatibility testing

Find out whether a target service tolerates proxied traffic for your protocol mix. SOCKS5 and HTTP(S) carry the TCP side; UDP rides a tunnel where supported.
UDP*TLSCHECKS
Section 03 / Targets

Games & launchers we route for

12 entries
tap a tile to load setup
Showing 12 / 12
CS2 · route summary
Region targetEU-WEST
Sample ping via PL22ms
Protocol fitTCP+UDP
Recommended pathSOCKS5 (game UDP via tunnel*)
EngineSource 2
Anti-cheat / ToSplayer responsibility
Built for route testing, regional QA, launcher connectivity from PL, and VPN-alternative setups. It won't guarantee lower in-game ping — that comes down to your ISP, the distance, and the game server.
▘ Compatibility matrix
Launcher login OK
Library / patches OK
Account / shop OK
Friends / chat OK
In-game TCP OK
In-game UDP tunnel*
Voice / VoIP tunnel*
Anti-cheat tolerated depends
* UDP needs a userspace tunnel or a per-app proxifier, and plenty of shooters keep the match socket direct even when the launcher is proxied. Run a compatibility check before you rely on it.
▘ Setup snippet
# CS2 · launcher proxy (illustrative)
# Settings → Network → Proxy
type    = SOCKS5
host    = gw.gamingproxy.eu
port    = 1080
user    = pl-sticky-cs2
auth    = ••••••••
session = sticky 30m
exit    = PL · Warsaw · Orange 5G
PL onlySOCKS5HTTP(S)Sticky 30m
Section 04 / Stack-on-stack

Feature modules.
No cards, no bullet lists.

7 modules · broken grid
each one a live readout

Route hop tiles

▘ MTR · PL-WAW-01 → EU-WEST · 60s avg

Every hop carries its ASN, location and per-segment latency. Hover a row to see who owns that carrier and which protocol runs between the two nodes.

#WHEREASNLATBAR
01gw.gamingproxy.euAS2106446ms
02pl-edge-waw01AS2106447ms
03orange-bts-mokAS561711ms
04pl.ix.warsawAS850114ms
05eu-west-peerAS645319ms
06game-region.gwgame-net22ms

Latency chart · live

▘ illustrative · 40s window

Two live readings side by side: traffic through a GamingProxy PL exit against your direct ISP route. Good for judging route quality — not a promise of lower in-game ping.

50250
Routed via PL · 22ms Direct baseline · 31ms

Launcher setup panels

▘ proxy fit by launcher

Most launchers take SOCKS5 or HTTP(S) without complaint. The in-game UDP socket usually stays direct unless you wrap the whole process in a tunnel.

Steam
ProxySOCKS5 / HTTP
StatusOK
FitTCP
Epic Games
ProxyHTTP(S) only
StatusOK
FitTCP
Riot Client
ProxySOCKS5 / HTTP
StatusOK
FitTCP
Battle.net
ProxySOCKS5 / HTTP
StatusOK
FitTCP
EA app
ProxyHTTP(S) only
StatusOK
FitTCP
Custom
ProxyPer-app rules
StatusTUN
FitTCP/UDP

Region chips · PL pool

▘ live sample

Every exit IP comes from a Polish residential or mobile block. Treat the cities as illustrative — the real handoff follows whichever tower is available.

WAW · Orange 5G83.4.218.11414msWAW · T-Mobile89.66.40.22115msKRK · Play 4G+31.0.91.3018msGDA · Plus 5G31.61.40.8122msWRO · T-Mobile89.74.180.721msPOZ · Plus 5G31.62.118.624msLDZ · Play 4G+31.1.144.19826msKAT · Orange 5G83.31.84.4523ms

Sticky session

▘ live
State● HELD
Held for14:02
CarrierOrange 5G
CityWarsaw
Exit IP83.4.218.114
Bandwidth12.4 / 500 GB
Rotationmanual · API

Proxy protocol selector

▘ same endpoint, two faces

Match the protocol to the launcher. SOCKS5 carries arbitrary TCP and works with most of them; HTTP(S) is the safer choice for browser-based clients.

# Connect via SOCKS5 curl --socks5 gw.gamingproxy.eu:1080 \ -U user-pl-sticky:••••• \ https://api.ipify.org
→ 83.4.218.114 (PL · Orange · Warsaw)

Control API

▘ fetch creds · rotate · switch · reboot · usage

Drive every proxy from your launcher or bot: read live credentials, pull a fresh exit, switch the Polish carrier, reboot the modem and check bandwidth — one Bearer key, no panel.

POST https://gamingproxy.eu/api/sessions/7f3a/rotate
# Auth headers: authorization: Bearer ••••
# 200 OK: { "session_id": "7f3a-c2d1-9e0b", "exit_ip": "83.31.84.45", "carrier": "orange", "asn": "AS5617", "city": "Krakow", "sticky_ttl": 1800 }
Section 05 / Comparison

Gaming proxy vs gaming VPN.
Where each one actually wins

3 columns
proxy · vpn · neither
A gaming proxy sits in-app or per-app. Point a launcher at a SOCKS5 endpoint and only that launcher takes the Polish exit IP. Reach for it when one app needs a specific Polish source IP for login, region or compatibility QA, and you want the rest of the machine untouched.
Neither one helpswhen the bottleneck is your home ISP, the game server itself, congested peering, or a region lock the game enforces on the account. Test the route first — then decide if it's worth paying for.
DimensionGamingProxyGeneric gaming VPNNo proxy / no VPN
Where it sitsIn-app / per-appOS / device-level
What it changesIP & route of one appIP & route of everythingNothing
Sticky Polish IPreal PL mobile/residentialdatacenter geo-IP, often flaggedyour own ISP IP
Latency storyextra hops; can be ~equalextra encryption + hopsbaseline
UDP / in-game sockettunnel*handled at OSdirect
Per-launcher routingyesglobal onlyn/a
Anti-cheat frictiondepends on gameoften blockednone
Best whencompatibility & QA from PLsimple full-tunnel privacygood ISP route to server
Worst whenyou need OS-wide tunnelgame blacklists VPN rangesgame server is congested
Section 06 / Field ops

What people actually run on this

6 scenarios
QA · streamers · semi-pro
CASE / 01● PL only

Route testing from Polish IPs

Ping a target region proxied, then direct, and read the gap. Save the hop graph and packet-loss numbers so player support has something concrete to work from.

TargetEU-WEST
Proxied22ms · 0.0% loss
Direct36ms · 0.3% loss
Δ−14ms (illustrative)
window60s · 10 samples
CASE / 02● PL only

Polish QA & matchmaking

Test partner builds, region pools and queue times from traffic that reads as ordinary Polish 4G/5G — not a datacenter range endpoints quietly treat differently.

Buildcs2 · pl-region-test
PoolPL · 14,212 IPs
Carriers4
Queueavg 41s
sessions208 / day
CASE / 03● PL only

Launcher connectivity

Before a tournament, confirm Steam, Epic, Riot and Battle.net can sign in, pull patches and reach store APIs through your proxy setup — not on match day.

Steam loginOK
Epic patch CDNOK · 312 Mbit
Riot clientOK
Battle.netOK
protocolSOCKS5
CASE / 04● PL only

Polish mobile IP access

Some services simply won’t proceed without a Polish mobile IP. Hold a sticky session, note the carrier and ASN for your records, and rotate through the API when you need a fresh exit.

CarrierOrange · AS5617
Network5G NSA
CityWarsaw
TTL30:00 sticky
rotationmanual / API
CASE / 05● PL only

Compatibility checks

Run a 60-second pass against a target before you hand the setup to a teammate or QA. You get a plain OK / FAIL / UNTESTED report — no guessing what was actually checked.

Launcher loginOK
Patch CDNOK
In-game UDPtunnel*
Voicetunnel*
verdictroute OK · UDP via tunnel
CASE / 06● PL only

Tournament war-room

Streamers, casters and semi-pro teams send streaming-account logins through a Polish exit while the live game socket stays direct. Per-app rules, not an all-or-nothing tunnel.

OBS / studiodirect
Stream-key loginvia PL
Discord loginvia PL
Game socketdirect
shapeper-app rules
Section 10 / Interface

Manage your proxies from code.
Wire them straight into your launcher.

REST · Bearer key
built for bot + tooling rigs

Hardcoded proxy lines break the moment the backend cycles a credential. The GamingProxy REST API hands the whole proxy to your tooling: your launcher, IP-changer or grind bot fetches live credentials, rotates the exit, switches the Polish carrier, reboots the modem and reads usage — full programmatic control, not just a rotate button.

Live credentials feed

▘ GET /api/v1/proxies/:id · Bearer pk_live_…

Ask the proxy where it lives right now. Re-read on every launch and a rotated exit never strands a session.

# Read the exit your launcher should use curl https://gamingproxy.eu/api/v1/proxies/px_7f3a \ -H "authorization: Bearer pk_live_••••"
# 200 OK: { "id": "px_7f3a", "host": "gw.gamingproxy.eu", "port": 1080, "username": "user-pl-sticky", "password": "••••••", "rotate_url": "…/api/v1/proxies/px_7f3a/rotate" }

What the key unlocks

▘ paid plan · 30 days+ · trials excluded
Self-healing credentials
GET your current host, port, user, password and rotation URL in real time — when the backend rotates, your launcher re-reads instead of dropping the session.
Manage the exit end to end
Pull a fresh IP, switch the Polish carrier behind an exit, reboot the modem or pull bandwidth stats straight from your bot or tooling — full control, no panel clicks mid-grind.
Stable proxy id
Each proxy keeps the same id across rotation and operator switch, so a config you wired into a launcher stays valid for the whole run.
Bearer-key auth
One pk_live_ key minted in your dashboard guards every call. List/get proxies and usage stats sit behind the same token.

Mint the key in your dashboard → API page. The full surface ships an OpenAPI 3.1 spec, so a client generator can scaffold the calls for you.

See plansBearer key · /api/v1 · 30-day plans+
Section 07 / Loadout

Configure your route. Real pool, real price.

All plans · PL mobile pool
cancel anytime · 1h trial
1 Day
1-day access · PL mobile pool · sticky or rotate · SOCKS5 + HTTP(S)
  • Low-ping PL exit IP
  • Region unlock + matchmaking control
  • Sticky session or rotation API
  • Save 45% vs list price
$11/ proxyfor 1 days
1 Week
7-day access · PL mobile pool · sticky or rotate · SOCKS5 + HTTP(S)
  • Low-ping PL exit IP
  • Region unlock + matchmaking control
  • Sticky session or rotation API
  • Save 33% vs list price
$30/ proxyfor 7 days
3 Months
90-day access · PL mobile pool · sticky or rotate · SOCKS5 + HTTP(S)
  • Low-ping PL exit IP
  • Region unlock + matchmaking control
  • Sticky session or rotation API
  • Save 44% vs list price
$150/ proxyfor 90 days
6 MonthsBEST VALUE
180-day access · PL mobile pool · sticky or rotate · SOCKS5 + HTTP(S)
  • Low-ping PL exit IP
  • Region unlock + matchmaking control
  • Sticky session or rotation API
  • Save 54% vs list price
$250/ proxyfor 180 days
Section 08 / Pool truth

What's actually in the pool

Polish 4G/5G blocks
no payload logging
14,212
PL mobile / residential IPs
Real consumer ranges across 4G LTE and 5G NSA. Not a single datacenter block in the pool.
4
Polish carriers
Orange, T-Mobile PL, Play (P4) and Plus. Set the mix per plan or per session.
SOCKS5
+ HTTP(S) endpoints
One endpoint pair, two protocol faces. UDP rides a userspace tunnel where it's supported.
0
Payload logging
We log auth and rotation events for billing, and nothing else — app payloads are never decrypted or stored.
O
Orange Polska
AS5617 · 5G NSA · 4G LTE-A
T
T-Mobile PL
AS12912 · 5G NSA · 4G LTE-A
P
Play (P4)
AS39603 · 4G LTE-A · 5G
P
Plus
AS8374 · 5G NSA · 4G LTE
Section 09 / Briefing

Frequently asked, briefly answered

8 entries
tap to expand
It reroutes one app instead of your whole machine. Point a launcher — or a custom client — at a SOCKS5 or HTTP(S) endpoint, and that app exits through a Polish mobile or residential IP while everything else stays on your normal connection.
FREE TRIAL

Test the ping before you commit

Grab one real mobile IP for an hour, free — no card. Check the route to your game server and the latency you actually get, then scale up if it holds.

⚡ Start 1-Hour Free Trial