Feel Engine
Adaptive triggers and recoil-feel preserved from the DualSense controller — sculpted per game, so the resistance under your finger belongs to the weapon you're holding.
Full 16-bit sticks. Mathematically circular output. No rate limit of ours — Coda carries what your pad delivers, up to 8000 Hz.
€34.99 Lifetime · €8.99/Month
Coda focuses on the variables that actually win gunfights: timing, geometry, and signal integrity. Every feature ships because it measurably moves the bar.
Adaptive triggers and recoil-feel preserved from the DualSense controller — sculpted per game, so the resistance under your finger belongs to the weapon you're holding.
Dual-stage, rapid fire, trigger-stop, haptic wall. Your fingers feel exactly what the round demands.
Hold a modifier, unlock an overlay binding. Double your inputs without losing a button.
Remappable zones and swipe gestures. The DualSense controller's touchpad earns its keep — bind it to media keys, weapon switches, whatever fits the game.
Map any controller input to any keyboard key. Hybrid setups, accessibility, productivity — Coda crosses the boundary.
Coda adds no throttle of its own and carries up to 8000 Hz. Whatever your pad delivers is what reaches the game — the ceiling is your hardware, never Coda.
Coda runs on an event-driven pipeline, not a fixed-rate loop: input state changes propagate the moment they happen, instead of being sampled at a poll clock. The 8000 Hz figure is the sustained ceiling on end-to-end events per second — no synthetic frames when the sticks are still, no dropped updates between samples when they aren't. Fixed-rate adapters have to pick between the two; Coda avoids the tradeoff entirely.
Coda submits when your input changes, not when a clock says so. An identical frame is never re-sent, and the counters for both are on screen while you play.
Author response curves with 256-point precision. Pair with per-axis antideadzone for surgical aim. Multiple profiles, instant hotswap.
Real-time stick deflection, deadzone hits, jitter, submit timing — overlay or pop-out. See what Coda sees.
Conditional triggers, per-button overrides, per-weapon profiles. The macro engine ships at frame granularity, not approximation.
Save and share .coda profiles as files or short share-codes. Your community's curves and configs, downloadable in one click.
Hides your real controller from the game so only Coda's virtual output is visible. No double-input, no detection theater.
Every line below is a property of the software you download, not a comparison and not a promise about your hardware.
Output spans the complete ±32767 range, not a rescaled subset.
Every axis value lands within half a bit of the ideal, verified across the whole input grid on every build.
Full deflection reaches the same magnitude in every direction — no square-gate clipping on the diagonals.
Hand-drawn per profile, with per-axis deadzone and antideadzone.
No fixed poll clock and no rate limit of Coda's own: a changed input is submitted when it changes, and an unchanged one is not re-sent.
Frame intervals, submit and skip counts, stall detection and the app's own garbage-collection counters — readable while you play.
Carried through rather than dropped when translating to the virtual Xbox 360 pad.
Optional. Only Coda's virtual pad is visible, so nothing arrives twice.
Microsoft-signed ViGEmBus driver. No injection, no hooking, no kernel driver of ours.
Configs, support, beta updates — the people building with Coda are in there.
One purchase, or one small monthly. Same software, same updates.
The honest answers, no marketing fluff. If something else is on your mind, write to [email protected].
We won't promise you an outcome we don't control, so here is exactly what Coda does and doesn't do. Coda sends ordinary controller input. No memory injection, no DLL hooking, no kernel-level interference with the game process. The emulation runs on ViGEmBus, the Microsoft-signed virtual-controller driver also used by DS4Windows, reWASD and Steam. And Coda never moves your aim for you — no anti-recoil, no auto-aim, no stick automation. Every stick output traces back to a stick input you made.
What we can't tell you is how any particular publisher will treat it. ViGEmBus is a driver, so any anti-cheat that enumerates installed drivers can see it is present — that is true of every tool built on it, ours included. Whether a publisher accepts that is their decision, and publishers change their rules without notice. Using Coda in line with the rules of the games you play is your call and your responsibility.
Coda works with any game that accepts standard controller input. Because we emulate a virtual Xbox or PlayStation controller via ViGEmBus, the game treats Coda's output exactly the same as a real controller plugged into your PC — no per-game integration, no patches, no compatibility issues.
Your license is bound to the first device you activate it on. To switch devices — new build, gaming laptop, repair — open your account portal, reset the hardware binding with one click, and reactivate on the new machine. No extra cost, no support ticket needed.
All updates within the current major version (v1.x) are included for both Lifetime and Monthly customers — bug fixes, performance improvements, new features. When a future v2.0 ships, current customers are notified in advance with upgrade details.