What are the firewall (TCP and UDP) port numbers to connect online with PlayStation® products?

If you are able to connect to the Internet but cannot get into Sony Computer Entertainment America’s (SCEA) game servers or network, it may be a firewall issue.  A firewall is a security product that employs a combination of hardware and software to prevent unauthorized users or Internet traffic from gaining access into a private local area network (LAN) or personal computers.  Many routers or modems have a firewall built in to them. In order to allow certain information to pass through, specific TCP and UDP ports on the router or modem will need to be opened in the router or modem’s settings.

Below are the TCP and UDP (firewall) port numbers you will need to connect online with PlayStation® products.


  • Make sure to enable these TCP/UDP ports in BOTH directions and are entered into the TCP and UDP port fields in your router / modem.
  • Contact your Internet Service Provider or router manufacturer for proper instructions on how to input port information for your network.

SCEA Game Servers

All games published by SCEA (first-party) may use the following ports for communication with SCEA (first-party) game servers:

  • TCP Ports: 80, 443, 5223, and 10070 – 10080
  • UDP Ports: 3478, 3479,  3658, and 10070


  • TCP Ports: 80, 443, 5223
  • UDP Ports: 3478, 3479, 3658


PLAYSTATION®3 Remote Play (via the Internet) requires:

  • If the router in use supports UPnP, enable the router’s UPnP function.
  • If the router does not support UPnP, you must set the router’s port forwarding to allow communications to the PLAYSTATION 3 from the Internet.
  • The port number that is used by remote play is TCP Port: 9293

USB or Bluetooth Headsets

  • TCP Port: 80
  • UDP Ports: 6000 – 7000, 50000, 10070

Note: headsets must be compatible

Syphon Filter: The Omega Strain

  • TCP Port: 3658

PlayOnline and Final Fantasy XI

  • TCP Ports: 25, 80, 110, 443, and 50000 – 65535
  • UDP Ports: 50000 – 65535

Other Games

If you need port numbers for games published by third-party companies, contact the publisher of the software title directly.  See Game Support Contacts for contact information.

im searching on how to configure my NAT to type 2. this would help in finding the right port. article from Playstation.

syafeerul: Gran Turismo 5 Prologue and G25

i purchased this game few days ago. only last night i managed to start playing.. been busy with work and birthday celeb with my dearest lurvy..

i tried couple of races with my almost 2 weeks old Logitech G25. it was quite tough. i hardly finish first in any of the races. some i didn’t even finish. spinning and drifting aimlessly.. but the driving was not as tough as driving in GRID. G25 and GRID doesn’t seem to match at all. too easy to spin the car.. on GT5P its a bit easier but i guess being new to the wheel needs some adjustment.

days before, i read on the net that to make better transition from the Sixaxis (PS3 Controller) to steering wheel is to beat our own best lap time using Sixaxis. so i took out the G25 from the PS3. deleted all the save games and start fresh.

my Class C race starts at about 12am. with my Sixaxis ready, i went to car dealers and bought Suzuki Cappuccino ’95. i started with Lightweight Car races. didn’t face much problems as i completed all on gold except bronze for time trial which proves to be very challenging. with that category done, i went on to buy Honda Integra Type R ’04. again gold on all races except silver at eiger circuit. class C completed at about 2am.

im planning on doing something tough tonight. i will try to at least get the same achievement if not better with my G25. will update on this soon..

syafeerul: Gran Turismo 5 Prologue

Gran Turismo 5 Prologue Review from PSXExtreme.

Please note: Because this is just technically a demo, we can’t really give it an overall score. But because people would like to see it in a rated format, here it is.

Even though we waited an extra four months for our shot at Gran Turismo 5: Prologue, there’s no denying that the wait was worth it. The US and European launch coincides with an update that boasts a variety of enhancements over the Japanese version. But of course, by now importers of the Japanese game know that they too got all of those goodies – they just had to wait four months, sort of like we did.

My kryptonite has, and always will be Gran Turismo. Of all franchises, I’ve probably spent the most with GT and Final Fantasy. For the past ten years now, Gran Turismo has been Sony’s most successful franchise, in addition to being one of the most popular in the world. With only four games under its belt, the series has sold an astonishing 50 million copies to date.

To put this into perspective: the entire Final Fantasy franchise, which spans numerous consoles, over 20 games (spin-offs included), has sold just over 80 million. There are eight Grand Theft Auto games, again, spanning multi-platform releases: and it holds just over 70 million sold. It took Nintendo over 20 Pokemon games to sell close to 175 million.

And with only four games, on the same family of platforms, GT sells 50 million. It’s mind boggling, but automobiles are a passion that nearly everyone can agree on, and when you’re talking about an industry dominated primarily by males aged 18-35, it’s no wonder that Gran Turismo is such a phenomenon. What other franchise has ever been responsible for a car manufacturer’s (Mitsubishi & Subaru) decision to bring out its four-cylinder turbos to the Americas, solely based on their popularity in a videogame? Gran Turismo is influential, so influential, in fact, that Kazunori Yamauchi (Creator) was chosen to work on an aspect of the Nissan GT-R. GT is an icon of culture, and it is the one franchise I hold dearest to me.

With that long rant out of the way, here we are, with the first proper sampling of Gran Turismo 5 spinning along in our PlayStation 3s. It’s Gran Turismo 5: Prologue; a 70 car, six track demo of sorts that gives you a brief glimpse into the world of the fifth Turismo game, and before you think it’s similar to the GT:HD Concept demo or the GT5 Prologue demo, it isn’t.

First off, forget what you played in GT:HD Concept, it was indeed conceptual, as the final physics engine is much tighter. Moreover, forget the Prologue demo, as the complete Prologue offers additional physics management, such as the ability to configure “active steering,” an aid which will correct oversteer either mildly or strongly — I suggest keeping this off. And Logitech G25 wheel owners: the clutch works in the actual Prologue game, as does the Dual Shock 3 – so rejoice away.

High-Speed Ring isn’t the newest track added for the US/PAL release, bringing the total count to six courses. But what’s great about the track offerings in Prologue, is that even though you have six tracks, you technically have eight individual courses (and that’s not counting reverse courses). You see, you can race on two alternate versions of both Suzuka and Daytona. Fuji also has an “alternate” version, but the difference is the addition/removal of one tiny bend – nothing remotely noticeable. The remainder two tracks, London and Eiger, can be driven in reverse. In case you’re wondering, the Eiger track is the mountainous Swiss track we all first saw in the GT:HD Concept demo. It’s received a slight face lift, with better road textures, more responsive audience (they look at your car as you pass by, some even get scared when you crash), and a minor aesthetic adjustment at the start of the track.

Visual cues such as lighting have also been corrected in the final Prologue, and you’ll no longer be blinded by reflected glare. The game looks much better for it too, with a more vivid and natural presence. The visual details here are nothing short of flawless. I looked, and looked, and looked…and couldn’t tell the difference between the 350Z in the game, and the one in my garage – that goes double for the interior. They’ve even got the texture of the steeling wheel, and the windshield’s sunlight repellent down. The car models are downright flawless – and the only thing to look forward to in the final Gran Turismo 5 is to have some of the some of the aliasing smoothed out. If you’re wondering, yes, much of the screen tearing that plagued the game earlier on has been fixed too. I found that the game looks particularly fantastic on native 1080i and 1080p sets, plasma especially, as it minimizes whatever fragments of aliasing the game has (it isn’t much).

But we all know that Gran Turismo 5 Prologue is a graphical madman, so how does it play? Well, like heaven, as you’d expect. Gran Turismo 5 Prologue offers two ways of playing the game – using the standard physics mode or the professional physics mode. Standard is more akin to what you had in Gran Turismo 3 or 4, where as professional is an all new physics code put together for GT5. Standard is still fairly realistic, especially if you turn off the driving aids, but professional pushes it just that much more. Professional is definitely my cup of tea; turn off the ‘hold-my-hand’ driving aids such as stability control, active-braking, turn down or turn off traction control (depending on the car), and try not to race with R3 tires – and you’ve got, arguably, the most accurate physics presentation of any racing game. Some may call it downright punishing, I call it incredible and rewarding.

You’ll be able to guide your car around corners with the throttle more so than ever before. But be careful, because oversteer is a bitch. If you shoulder off too much and find yourself riding the sand with two wheels, or even one, apply extreme caution, as any sudden moves may send you into a spiral. Counter steering now becomes more pivotal, and control of it feels especially solid thanks to the in-dash view. Controlling the cars altogether feels a lot more connected when you’re playing using the in-dash view as opposed to the rear-cam. Now, you’ll make it a point to find a car’s ‘catch-point’ which will allow you to straighten it back out when things get slightly sideways, this is easier to do with a force feedback wheel such as the G25.

The weight of a car also comes off very precise, as the 3800lb AWD Nissan GT-R feels noticeably heavier going into a corner as opposed to a smaller, shorter wheelbase, RWD Nissan 350Z or BMW 135i. Weight transfer clearly has a lot to do with that, in relation to how each car brakes going into a corner. And it doesn’t simply affect the car front and back, but side-to-side, as well. You’ll easily learn the quirks of each car you drive, when you notice their individual resistance (or lack thereof) to body roll, how balanced they are through corners, and whether or not they understeer or oversteer.

And the most impressive thing of all? This is just how the game plays using the controller. Rig up the Logitech G25 wheel with clutch, and witness time waste away, as you’re endlessly immersed into the most sublime racing experience you could’ve dreamed of. I’ve had a G25 paired up to the game for the past four months now, and I wouldn’t trade it for anything in the world; it is certainly worth the extra coin for the clutch and 6-speed shifter alone. If you’re still using the older Logitech wheels, there’s no denying that the Driving Forces, with their flappy-paddles, are still a solid bet for aficionados.

New for the US and European release is not just a total of 70 cars, but also performance customization. You get to unlock car-tuning by completing the first three classes (C-A), at which point you also get an all new S-Class set of races. What’ll catch the eyes and hearts of most GT5 Prologue owners is Michael Schumacher’s Ferrari 2007 Formula One car, the very same piloted by FIA vets Kimi Raikkonen and Felipe Massa. An online mode has also been added, but it isn’t very fleshed out and relies on randomized matches. Sony should be updating Prologue’s online component with a downloadable patch, and hopefully we’re given some additional content, as well. Still, this is a demo, and the online network for the game is new, so the fact that we even have some online capability is nice.

If you’re not going to play online, you can now participate in split-screen races, which is yet another addition made over the original Japanese release. Yet another update allows you to adjust various physics options on the fly, which you also receive when completing classes C-A. So no more do you have to quit a race to make certain adjustments, you can do it immediately with your controller. Lastly, a Drift Trial mode was also put together for this release, which is a lot like the Drift mode found in the early GT:HD demo – it’s good fun, but can be very challenging.

There’s a beautiful soundtrack to be found in GT5 Prologue too, consisting of all kinds of heavenly engine ranges, sung anywhere between 150 to 750 (perhaps more) galloping horses. The engine and exhaust notes are all true to each car, and they rumble through a low-range woofer with authenticity. The Mustang GT sounds like the roaring V8 monster that it is, and the 350Z’s high-revving 7700RPM V6 lets out both a bassy-mellow tone and an exotic scream as it approaches redline. And the Ferraris are also definitely some of the most pleasing cars to listen to in the game, too. But it’s all about that F2007 that revs to a terrifying 19,000RPMs and howls like a swarm of banshees out of hell.

All of this adds up to something very special, which is exactly what Gran Turismo 5: Prologue is. It demonstrates a taste of what’s to come, and what’s in store is borderline perfection. So yes, GT5 Prologue is not quite perfect, but in relation to everything else out there, it stands head and shoulders above everything else. It’s a monumental achievement that will change the way we look at this franchise once we get the final game. The crazy thing is that Sony has yet to launch a variety of components for Prologue, such car damage, which has been confirmed to arrive as a downloadable update later in the year, among a few extra cars and tracks.

For $40, Gran Turismo 5 Prologue is an absolute steal. I’ve sunk more hours into the game than I can count, so I’d say that your money won’t be going to waste with the game, especially since it’s bound to see some free downloadable updates and additions from Sony. Gran Turismo 5 is just one of the PlayStation 3’s first most important powerhouse showcases – this is what you’ve been waiting to see your PlayStation 3 do. It’s fascinating to think that Polyphony says that the final game will actually look better too. Heaven knows that with this physics engine, there probably isn’t too much room for any more realism.

4/17/2008 Arnold Katayev

i came across this while surfing on one of my frequently visited site GTPlanet. one of the GTPlanet user, Conquerer put up a guide for GT5 Prologue. The Ultimate GT5 Prologue Walkthrough. i extracted some of his guides here. to download the guide please visit the GTPlanet. one of the best website on GT Sims.

Gran Turismo 5 Prologue Cars





Max Power (HP)

Weight (KG)

Acura NSX ’91 MR




Alfa Romeo 147 TI ’06 FF




Alfa Romeo Brera 3.2 JTS Q4 ’06 4WD




Amuse S2000 GT1 Turbo FR




Art Morrison Corvette ’60




Aston Martin DB9 Coupe ’06 FR




Audi R8 4.2 FSI ’07 4WD




Audi TT Coupe 3.2 ’07 4WD




Blitz Dunlop ER34 ’07 FR




BMW 135i Coupe ’07 FR




BMW Concept 1 Series tii ’07 FR




BMW M3 Coupe ’07 FR




BMW Z4 ’03 FR




Chevrolet Corvette Z06 ’06 FR




Citroën C4 Coupe ’05 FF




Citroën GT by Citroën ’08




Concept by GT (Chevrolet) Corvette Z06 ’06 FR




Concept by GT (Dodge) Viper SRT10 Coupe FR




Concept by GT (Ford) GT LM Spec II Test Car MR




Concept by GT (Lotus) Elise MR




Concept by GT (Lotus) Elise 111R MR




Concept by GT (Mitsubishi) Lancer Evolution IX 4WD




Concept by GT (Mitsubishi) Lancer Evolution X 4WD




Concept by GT (Nissan) 350Z RS FR




Concept by GT (Nissan) Skyline Coupe FR




Concept by GT (Renault) Clio Sport V6 MR




Concept by GT (Suzuki) Cappuccino FR




Concept by GT (Suzuki) Swift Sport



Daihatsu Copen ’02 FF




Daihatsu OFC-1 ’07 FF




Dodge Viper GTS ’02 FR




Dodge Viper SRT10 Coupe ’06 FR




Ferrari 512BB ’76 MR




Ferrari 599 ’06 FR




Ferrari California




Ferrari F2007




Ferrari F40 ’92 MR




Ferrari F430 ’06 MR




Ford Focus ST ’06 FF




Ford GT ’06 MR




Ford Mustang GT ’07 FR




Honda Integra Type R ’04 FF




Honda NSX Type R ’02 MR




Jaguar XK Coupe ’06 FR




Lancia Delta HF Intergrale Evoluzione ’91 4WD




Lexus IS F ’07 FR




Lotus Elise 111R ’04 MR




Lotus Elise ’96 MR




Lotus Evora MR




Mazda Atenza Sport 25Z ’07 FF




Mazda RX7 Spirit R Type A ’02 FR




Mazda RX8 Type S ’07 FR




Mercedes-Benz SL 55 AMG ’02 FR




Mine’s BNR34 Skyline GT-R ’06 4WD




Mini Cooper-S FF




Mitsubishi Lancer Evolution IX GSR ’05 4WD




Mitsubishi Lancer Evolution X GSR ’07 4WD




Nissan Fairlady Z Version S ’07 FR




Nissan GT-R Proto ’05




Nissan R35 GT-R ’07 4WD




Nissan Skyline Coupe 370GT ’07 FR




Nissan Skyline Coupe Concept ’07




Nissan Skyline R34 GT-R V-spec II ’02 4WD




Nissan Skyline Sedan 350GT ’06 FR




Renault Clio Sport V6 ’00 MR




Subaru Impreza WRX STI ’07 4WD




Subaru Impreza WRX STI Type RA ’05 4WD




Suzuki Cappaccino ’95 FR




Suzuki Cervo SR ’07 FF




Suzuki Swift Sport ’07 FF




TVR Tamora ’02 FR




TVR Tuscan Speed Six ’00 FR




Volkswagen Golf IV GTI ’01 FF




Volkswagen Golf V GTI ’05 FF




Gran Turismo 5 Prologue Tracks

There are a total of only six tracks in Gran Turismo 5 Prologue, however twelve different configurations. They are all listed below.


Length: 2.49 Miles
Elevations Difference: 27.9 ft
Longest Straight: 0.56 Miles
Corners: 6

This is a staple in the Gran Turismo series. While it was missing in Gran Turismo 3, it’s  been a recurring track since the beginning and now it’s more beautiful than ever. This  track is really for high speeds and the first straightaway is a perfect place for slipstreaming all the way down to the first corner past the first bend. Your exit on the S corners before the tunnel is important since it’s a long rundown to the next real corner and that corner is crucial as well since you’ll be on the throttle until either the first bend or the first real left corner. Races on the High Speed Ring consist of a maximum of 16 car grids. There are two variations of the High Speed Ring.

Forward Course:

This is the normal goes, going forward over to the banked slight bend. After the first  corner is the bridge followed by the tunnel after the S corners, and you’ll rejoin the main straight after the next banked corner.

Reverse Course:

This is the alternate route where the first corner is a hard right banked corner leading  down to the tunnel and the S corners. After that you’ll move over the bridge and then down towards the finish line after the next banked corner.


This is a new edition to the Gran Turismo series. There have been many superspeedways in the past, but this is a real track in Daytona Florida, popular because of the Daytona 500 NASCAR race held there. It’s a very long oval track also with a road course section and you’ll reach very high speeds here. Up to 16 cars can race together on this track. Below are the different variations.

Length:2.50 Miles
Elevations Difference: —
Longest Straight: 0.57 Miles
Corners: 3

This is the main layout and the one that NASCAR uses for the Daytona 500. It consists of two full banked corners at both ends and one slight bend where the finish line is. Depending on your car, you may not even have to brake during this entire course. If you do have a quick car however you may need to let off the gas or tap the brakes during the high banking corners.

The Road Course:
Length: 3.56 Miles
Elevations Difference: —
Longest Straight: 0.36 Miles
Corners: 16

This layout uses the majority of the oval plus an infield section just after the start/finish line. It’s a fairly generic layout and then it leads back onto the oval not far after where you came off, and before the final banked corner you will reach left-right chicane.


This is a very popular track at the base of the famous Mount Fuji. It’s well known for having the longest straight of any race on the Formula 1 calendar, although it’s only raced on every other year in F1, sharing the Japanese Grand Prix with Suzuka. This track was greatly renovated in the early 2000s and this is the final result. The track contains many tricky corners, notably the final corner which leads back onto the massive straight. It’s very important to get this corner right since your speed will definitely matter once you get on the nearly a mile long straight. Another tricky corner is the first one, where it is very easy to brake late and fly past the entrance. Make sure you brake early enough to hit the apex. Up to 16 cars can race at a time on Fuji and there are two different setups which are below.

F Setup:
Length: 2.84 Miles
Elevations Difference: 121.4 ft
Longest Straight: 0.92 Miles
Corners: 16

This is the setup that is used in Formula 1. It contains a chicane towards the end before the S turn near the final corner. It’s important that you brake in time for this chicane since you may get understeer and miss the entrance or hit the barrier.

GT Setup:
Length: 2.81 Miles
Elevations Difference: 121.4 ft
Longest Straight: 0.92 Miles
Corners: 14

This is the other setup at Fuji which doesn’t have the chicane towards the end of the track. Instead, it’s just a simple right turn and you won’t have to slow down that much.


Length: 1.51 Miles
Elevations Difference: 236.2 ft
Longest Straight: 0.16 Miles
Corners: 11

This is another one of Gran Turismo’s creations. This is a real location in the Swiss Alps however there is no track here. The configuration here just adds pavement to the mountain. This is a fairly twisty track with a lot of elevation changes and you’ll mostly be driving at low speeds. It is a tricky track, especially since it may be hard to drive as fast as you can on slow tracks. Since this is a smaller track it is only able to have 12 car grids as a maximum. Eiger Nordwand has two configurations.

Forward Course:

This is the main course where you’ll start on a mini straight and fly off a ramp, getting some airtime. You’ll reach a bunch of twisty corners before you descend and move over a small bridge towards the tunnel upon where you’ll start gaining elevation as you reach the final corner and back over the finish line.

Reverse Course:

In this reverse layout, the start/finish line is in a different position. Instead of around the long corner and before the ramp, it’s position on the other side of that corner, so you’ll start heading towards the tunnel where you will start descending. After the long left corner outside of the tunnel you’ll reach the twisty part of the track where you’ll climb back up and then head towards the finish line again around the tricky final corner.


This is a very well known circuit in Japan and has hosted the Japanese Grand Prix for a long time, although now it cohosts the Formula 1 race with Fuji Speedway. It is a track that is a favourite of many Formula 1 drivers and it is definitely a brilliant track. It consists of many types of corners with different sections consisting of both low and high speeds. The racing grid on this track is a maximum of 16 cars. There are two different setups at Suzuka, unlike the three in Gran Turismo 4.

Suzuka Circuit:
Length: 3.61 Miles
Elevations Difference: 132.2 ft
Longest Straight: 0.75 Miles
Corners: 20

This is the main setup which is the full course. You’ll start on the main straight approaching First Curve which is a bit of a tricky and important one. Next comes the twisty S bends and then the overpass after a higher speed section. An intriguing part of this race track is that it is a figure 8 layout in that the track moves over itself right at this overpass before the slow speed hairpin. After the hairpin is the very long spoon curve which requires good positioning all the way down to the two tight corners before the long back straight. At the end of that straight comes the very high speed 130R corner, following by a chicane which then leads back onto the main straight.

Suzuka Circuit East
Length: 1.39 Miles
Elevations Difference: 110.2 ft
Longest Straight: 0.50 Miles
Corners: 9

This is a shortened course of Suzuka that only uses the main straight and the S bends with a little connecting piece of road that leads back to the main straight after the S bends. It’s till a good track but fairly short and missing a lot since the other part of Suzuka is the longer portion of the track.


Length: 1.19 Miles
Elevations Difference: 47.6 ft
Longest Straight: 0.20 Miles
Corners: 8

This is another created track, however located in downton London. It is a short course that moves through narrow streets and consists of many tight corners. Since this is a smaller track only a maximum of 12 cars will be able to race on it at once. There are two different configurations in this London course.

Forward Course:

This is the main setup which leads to a hard right corner which is less than 90 degrees so it requires low entry speeds. Next is a short section which includes a left and then a quick right before a longer right bend that leads to a series of tight 90 degree corners. Afterwards comes a short straight and then some sort of right-left chicane that goes back onto the main straight towards the finish line.

Reverse Course:

In this alternate route we start facing a right-left chicane that leads to a small straight followed by a bunch of boxy corners. Next comes a long lefthander and a quick left-right corner which leads to the final hard left less than 90 degree corner and back onto the main straight.

note: extracted from Conqueror’s The Ultimate GT5 Prologue Walkthrough.