Fortnite
Full support for all Fortnite server regions. Compatible with EasyAntiCheat, with no modifications to game packets.
Open Source · Zero Cost · ML Route Selection
LightSpeed is an open-source network optimizer that routes your game traffic through the fastest path using ML-based proxy selection. No subscriptions. Anonymous aggregate telemetry is on by default and can be turned off any time. Just lower latency.
Privacy notice: Anonymous aggregate telemetry is on by default.
It sends aggregate latency metrics (percentiles, jitter, FEC counters, and the direct-vs-relayed
difference) over plaintext HTTP to the relay's unauthenticated /telemetry endpoint.
A cell is suppressed until it has at least 3 reports. Turn it off any time with
--no-telemetry, telemetry = false in lightspeed.toml, or the
GUI checkbox. Read the
Privacy Policy
and
Data Dictionary.
Setup
Three steps. That's it. No accounts, no config files, no BS.
Run the lightweight client before your game. It auto-detects 24 built-in profiles: Fortnite, CS2, CS:GO Legacy, Dota 2, Rust, Valorant, Apex Legends, Overwatch 2, League of Legends, PUBG, MapleStory, Genshin Impact, Rocket League, World of Tanks, Dead by Daylight, Bodycam, Roblox, Project Zomboid, WARDOGS, Minecraft (Bedrock and Java), Hunt: Showdown, Rainbow Six Siege, and ARC Raiders.
The ML model analyzes latency, jitter, and packet loss across your proxy nodes, then selects the fastest path in a single inference pass, measured in microseconds at runtime.
Your game traffic is transparently rerouted with no packet modification, designed for anti-cheat compatibility. Just faster packets.
Encapsulation adds +0.162 ms. Measured on localhost in the archived MVP benchmark with the earlier header; not a general latency guarantee.
Infrastructure
Community-hosted relays across North America, Europe, AP-Southeast, AP-Northeast, AP-South, and Oceania. Your client verifies the signed registry and auto-discovers the fastest path.
Loading relay health from the latest snapshot...
The network is community-hosted and sponsor-funded. Every relay is published in a signed registry, so your client verifies each node and picks the fastest path automatically. No manual proxy setup needed. We publish live relay health (whether each node is up, not latency) from a periodically regenerated snapshot. Last checked .
Trends are plotted from the collector's bounded snapshot history (up to 360 points) published alongside the live snapshot. Metrics the history does not carry are left blank, never estimated.
No network history has been published yet.
Latest interval, per relay and client region. Positive saved means the relay beat the direct path for that region. Only cells backed by at least three paired client reports are shown; the client's country is coarsened to a world region and no IP address, identifier, or exact location is ever collected.
| Relay | Client region | Reports | Saved (mean) | Worse share |
|---|
Scroll the table sideways to see every column.
Compatibility
Built-in profiles for 24 games. Drop-in and play.
Full support for all Fortnite server regions. Compatible with EasyAntiCheat, with no modifications to game packets.
Optimized for CS2's tick-sensitive networking. VAC-safe: we only reroute, never modify packets.
Works with all Dota 2 regions including SEA, India, and South America. Valve network compatible.
Direct UDP to community and official servers, no Steam Datagram Relay, ideal for LightSpeed proxying. Compatible with EAC and Facepunch Anti-Hack.
Direct UDP to Riot's regional servers worldwide. LightSpeed only reroutes packets transparently, fully compatible with Riot Vanguard's kernel-level anti-cheat.
Direct UDP to EA's data-centre servers across NA, EU, Asia, and OCE. No Steam relay layer, which makes it straightforward to proxy. EAC-safe transparent routing.
Supports all Blizzard regional servers. Blizzard's game traffic uses direct UDP, so transparent rerouting works seamlessly alongside Warden anti-cheat.
Works across all Riot regional servers (NA, EUW, EUNE, KR, etc.). Fully compatible with Riot Vanguard: we only change the route, never the payload.
Supports all PUBG server regions. Direct UDP to Krafton servers, with no relay layers. Transparent tunneling is fully compatible with BattlEye.
Direct UDP to Nexon's regional servers worldwide. Transparent routing is compatible with BlackCipher's user-mode anti-tamper.
UDP traffic to HoYoverse regional servers. No kernel anti-cheat, just clean, low-latency routing for action combat.
Direct UDP to Psyonix servers across all regions. EAC-compatible transparent routing with no packet modification and no relay layers.
UDP traffic to Wargaming regional servers. No kernel anti-cheat, so route optimization is straightforward for tank combat.
Legacy CS:GO servers still accept direct UDP. VAC-safe transparent routing, same as CS2. Some servers use Steam Datagram Relay, so auto-detection picks the direct path when one exists.
Direct UDP to Behaviour Interactive's dedicated servers across all regions. EAC-compatible transparent routing with no packet modification.
Peer-to-peer over Steam with no kernel anti-cheat. LightSpeed reroutes the Steam datagram traffic onto a cleaner path to your peers.
Direct UDP to Roblox's regional game servers on a high ephemeral source port. Transparent forwarding stays compatible with Byfron (Hyperion), since packets are never modified.
Direct UDP to community and dedicated servers. No client anti-cheat, so transparent rerouting is straightforward for co-op survival.
Dedicated servers behind a server browser. Transparent UDP forwarding stays compatible with Elytra, since packets are never modified. Windows capture only while Proton is blocked.
Bedrock Edition multiplayer over UDP 19132/19133, on desktop and console servers alike, and Java Edition over TCP 25565 - supported since 1.7 through the TCP tunnel: pick "Manual / Custom…" in the app and enter your server.
Matchmaker-assigned dedicated servers for Crytek's extraction shooter. Easy Anti-Cheat safe: UDP is forwarded transparently and never modified.
Direct UDP to Ubisoft's regional match servers. LightSpeed forwards packets without touching game memory, but Shieldguard enforces Secure Boot, HVCI and a TPM at launch and this profile has not been verified against it.
Raids are assigned to rotating dedicated servers, so the profile re-detects the server each match. Built for players joining a region that isn't theirs: the relay is chosen near the game server, not near you.
Don't see your game? Request a game
Performance
Real numbers from our test suite and live relay health checks. No cherry-picked results.
Scheduled health checks report whether each community relay is up. We publish uptime and version, not per-connection latency: latency depends on your ISP and route, so measure it from your own connection.
Version reported by the relays in the latest health snapshot. All nodes run the same signed build from the community network release.
Location, status, and uptime from the latest snapshot.
XOR-based Forward Error Correction recovers a lost packet from parity without a retransmit round trip. It adapts to measured loss: near-zero overhead on a clean line, up to 25% at the default block size while packets are actually dropping.
Optional Cloudflare WARP integration routes through NTT backbone, bypassing ISP routing inefficiencies. Free.
Protocol encapsulation adds just 0.162ms. 24-byte header plus an optional 4-byte FEC extension. Measured on localhost in the archived MVP benchmark, not a general guarantee.
Protocol tests (header, FEC, telemetry, zero-alloc API), integration tests across all 4 crates, plus a local proxy + echo server E2E test in CI. The network status above comes from scheduled live relay health checks, not from CI.
Why LightSpeed
Here's what makes LightSpeed different.
Not "free trial" free. Not "freemium" free. Free as in zero dollars forever. The community relay network is community-hosted and sponsor-funded, and you can still run your own proxy on free-tier cloud VPS credits. No middleman, no subscription, no hidden cost. Ever.
Every line of code is on GitHub. Audit it, fork it, improve it. No black boxes, no mystery binaries, no trust-us-bro security.
The model learns which route is fastest from real latency data, time of day, and network conditions. Not just "pick the closest server."
LightSpeed never modifies game packets or memory. It only changes the route your packets take, and the payload is untouched. It is built to work alongside EAC, VAC, and Vanguard without triggering their detection models.
No account required. Anonymous aggregate telemetry is on by default and can be turned off any time with --no-telemetry or the GUI checkbox. It sends only aggregate latency metrics over plaintext HTTP to the relay's unauthenticated /telemetry endpoint: no IP addresses, no identifiers, no packet contents. A cell is suppressed until it has at least 3 reports (this counts reports, not distinct people). The tunnel is intentionally unencrypted so anti-cheat systems can inspect the traffic, and game servers always see your real IP. A relay operator can technically observe or modify traffic in transit, so LightSpeed is not a privacy or anonymity tool. If you need confidentiality, self-host your own relay. See the Privacy Policy.
Fast, memory-safe, zero-cost abstractions. The entire stack (client, proxy, protocol) is pure Rust with async Tokio and QUIC.
Clients register over a QUIC control plane and stamp a session token into every data-plane packet. The proxy validates (IP, token) per packet. Unregistered senders are dropped. require_auth is on by default.
The client to proxy tunnel defaults to UDP, but switches to TCP (--tcp) on networks that block UDP: hotels, coffee shops, restrictive ISPs. Same low-overhead optimization, broader compatibility.
| Capability | LightSpeed |
|---|---|
| Price | $0/forever |
| Open Source | Supported: Full |
| ML Routing | Supported: ML Model |
| Privacy | Supported: No accounts |
| Self-Hostable | Supported |
| Packet Recovery (FEC) | Supported: 25% overhead |
| WARP Integration | Supported: Auto-detect |
| Token Authentication | Supported: Per-packet |
| TCP Tunnel | Supported: --tcp |
Install
Grab the latest release. Run it. That's the whole setup.
Detecting your platform...
The winget package is not published. The MSI above is the same build; use it for now.
winget install ShibbityShwab.LightSpeed
Tap the formula once, then install and upgrade with brew.
brew tap ShibbityShwab/lightspeed https://github.com/ShibbityShwab/lightspeed
brew install ShibbityShwab/lightspeed/lightspeed
Add the bucket once, then install and upgrade with scoop.
scoop bucket add ShibbityShwab https://github.com/ShibbityShwab/scoop-bucket
scoop install lightspeed
The package is submitted to the Chocolatey Community feed and is pending moderation. The MSI above is the same build; use it until the package is approved.
choco install lightspeed
The AUR package is not published. Use the Linux tarballs above or the shell installer below.
yay -S lightspeed-bin
One line for the CLI client, or the same for the GUI app.
curl --proto '=https' --tlsv1.2 -sSf https://github.com/ShibbityShwab/lightspeed/releases/latest/download/lightspeed-client-installer.sh | sh
curl --proto '=https' --tlsv1.2 -sSf https://github.com/ShibbityShwab/lightspeed/releases/latest/download/lightspeed-gui-installer.sh | sh
Running a relay node? Grab the proxy build for x86_64 or ARM64. Everything else lives on GitHub Releases.
Questions
There is no catch. The community relay network is community-hosted and sponsor-funded, so you can install the client and play without running anything yourself. The software is fully open source, and you can still self-host your own proxy if you prefer: Vultr gives new accounts $300 free credit and Oracle Cloud has a free tier forever. We don't sell your data. Anonymous aggregate telemetry is on by default and can be turned off any time; see the Privacy Policy.
LightSpeed is designed to be compatible with major anti-cheat systems: it does not modify game files or memory, does not hook game processes, and does not hide your IP. Route optimizers in this class have been used for years. That said, anti-cheat policy and terms of service are set by each publisher and can change at any time, so no tool can guarantee a ban will never occur. Check the relevant game's terms before you play.
It depends on your location and ISP. If your ISP routes your traffic through suboptimal paths (very common), LightSpeed can cut a meaningful amount off your ping. If your ISP already has optimal routing, the improvement may be minimal. The model picks the best route, or direct if that's fastest. The hero stat above is an estimate from real client measurements: it is the difference between the client's ICMP round trip to the game server and its tunnelled game-traffic round trip. ICMP and game traffic are different instruments, so read it as a signal, not a promise of in-game latency.
No. LightSpeed can't make your traffic go faster. It can't outrun physics. What it does is proactively route your traffic onto the fastest available path, avoiding congestion and needlessly long routes. If your ISP already has a clean route, or your proxy is badly placed, you'll see little to no improvement.
Usually one of two things: (1) the proxy is farther from the game server than your direct path, so the extra hop adds latency, or (2) the proxy's data center isn't well-connected to the internet backbone. Proxy placement matters a lot: how close the datacenter sits to major backbone/peering points. Real-world routing is also governed by BGP peering contracts and ISP prioritization, which neither you nor LightSpeed control. Pick the proxy closest to the game server, not closest to you. For an interactive look at how routing works, see the Route Visualizer.
Currently 24 games: Fortnite, CS2, CS:GO Legacy, Dota 2, Rust, Valorant, Apex Legends, Overwatch 2, League of Legends, PUBG, MapleStory, Genshin Impact, Rocket League, World of Tanks, Dead by Daylight, Bodycam, Roblox, Project Zomboid, WARDOGS, Minecraft, Hunt: Showdown, Rainbow Six Siege, and ARC Raiders all have built-in profiles. Just run with --game <name> or let auto-detection pick it up. Any other UDP-based game can work with manual port configuration.
Anonymous aggregate telemetry is on by default. No accounts, no registration, and no personal data. It sends only aggregate network metrics (latency percentiles, jitter, FEC counters) over plaintext HTTP to the relay's unauthenticated /telemetry endpoint: no IP addresses, no identifiers, and no packet contents. A cell is suppressed until it has at least 3 reports (this counts reports, not distinct people). Turn it off any time with --no-telemetry, telemetry = false in lightspeed.toml, or the GUI checkbox. All traffic passes through unencrypted to avoid adding overhead. See the Privacy Policy and Data Dictionary.
The easiest path is to do nothing: the default client experience uses the community relay network, and your client auto-discovers the fastest relay from the signed registry. If you want to run your own node instead, spin up a $5-6/mo VPS on Vultr (or use Oracle Cloud free tier), run the setup-new-node.sh script in the repo, and point your client at your own IP. It takes about 5 minutes. Data, control, and health ports are configurable via the [network] section of the proxy config. See infra/README.md for the full guide.
Rust gives us the performance of C/C++ with memory safety guarantees. For a latency-critical network tool that handles thousands of packets per second, we need zero-overhead abstractions. Rust's async ecosystem (Tokio) and QUIC libraries (quinn) are world-class.
We train a Random Forest model on network latency data with 11 features: current latency, historical p50/p95, jitter, packet loss, hop count, time of day, proxy load, and geographic distance. The model predicts which proxy route will be fastest in a single inference pass, measured in microseconds at runtime. The model reports its own R², MAE, and RMSE against a held-out test split each time it trains; the figure varies with the training data, so we do not publish a fixed number.