Feel Engine
Adaptive-trigger effects on the DualSense, set per profile: resistance, a trigger point, a section, texture, or a recoil kick driven by the game's own rumble. Over USB.
Custom stick curves and deadzones, button remapping and macros, and a virtual Xbox 360 or DualShock 4 controller. For DualSense, DualShock 4 and Xbox controllers on Windows.
$39.99 Lifetime · $10.99/Month · Plus tax
Every tab of the Windows app, rebuilt for the web. Plug in a controller and press Connect.
Creating content? Join them.
Coda’s curve editor, in your browser. Place up to ten points, join them smoothly or with straight lines, or start from one of Coda’s curves. Copy the code, paste it into Coda, and it arrives as exactly this curve.
Coda focuses on the variables that actually win gunfights: timing, geometry, and signal integrity. Every feature ships because it measurably moves the bar.
Adaptive-trigger effects on the DualSense, set per profile: resistance, a trigger point, a section, texture, or a recoil kick driven by the game's own rumble. Over USB.
Split each trigger into a light and a deep zone at a boundary you set, and give each zone its own job — normal, full press, a button or a key. Trigger stop and a haptic wall on the DualSense.
Hold a modifier, unlock an overlay binding. Two shift layers above the base, so one controller carries three sets of bindings.
Split the DualSense touchpad into two or four zones and bind each one like a button — weapon switch, ping, whatever fits the game. Swipes control media playback.
Map controller inputs to keyboard keys — letters, digits, F-keys, media and navigation, around ninety in all. Hybrid setups, accessibility, productivity.
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.
PlayStation controllers are read report by report: every report the pad sends is processed as it arrives, with no clock of Coda's in between. Xbox controllers speak XInput, which has to be asked, so Coda polls them at a rate you choose, from 250 up to 8000 Hz. Either way, an output reaches the game only when it differs from the one before it.
Coda submits when your input changes, not when a clock says so. An identical frame is never re-sent, and the submit rate is on screen while you play.
Shape the response with up to 10 points, starting from any built-in curve, and feel each change on the pad before you apply it. Pair with per-axis antideadzone for surgical aim, and give aiming down sights a curve of its own.
Polling and submit rate, frame intervals down to p99.9, stalls over 5 ms and the app's own garbage-collection counters, live while you play. See what Coda is doing while it does it.
Up to eight per profile, recorded or built step by step, timed to the millisecond. Buttons, keys, mouse clicks and waits — bound to the button you choose.
Save profiles as .coda files or copy them as a short share code; a single curve or macro travels as a code of its own. Paste one in and it is yours to tune.
Hides your real controller from games so only Coda's virtual output is visible. The installer offers to set it up alongside Coda.
Every line below is a property of the software you download, not a comparison and not a promise about your hardware.
On the Xbox 360 virtual pad — the default for PlayStation controllers — output spans the complete ±32767 range. The DualShock 4 format carries 8 bits per axis, and no tool can widen it.
Each axis value is rounded to the nearest step instead of cut off, and a test checks it against the ideal value for every 8-bit input and a sample of 16-bit ones.
With Force circular output on, full deflection reaches the same magnitude in every direction — no faster diagonals. Off by default; the Aim preset turns it on.
Placed by hand, joined smoothly or with straight lines, and calculated on every sample rather than looked up in a table. Per profile, with per-axis deadzone and antideadzone, and a separate curve while you aim.
A changed output is submitted when it changes, and an unchanged one is not re-sent. PlayStation pads are read report by report with no clock of Coda's; Xbox pads are polled at a rate you set, up to 8000 Hz.
Polling and submit rate, frame intervals, stall detection and the app's own garbage-collection counters — readable while you play.
Put to work rather than dropped: trigger effects you set per profile, touchpad zones you bind like buttons, the lightbar in your theme colour. Trigger effects and lightbar over USB.
Optional. Only Coda's virtual pad is visible, so nothing arrives twice.
Microsoft-signed ViGEmBus driver. No injection into the game, no hooks in it, no kernel driver of ours.
The reasoning behind these lines: deadzones, response curves, polling rate and ViGEmBus.
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, x360ce and JoyShockMapper. 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 games that accept an Xbox 360 or a DualShock 4 controller. It presents one of the two as a virtual pad through ViGEmBus, so the game treats Coda's output the same as a real controller plugged into your PC — no per-game integration and no patches. If a game does not respond, the gamepad tester shows whether Windows sees Coda's pad, and Discord has the rest.
One computer at a time per licence. To move Coda — new build, gaming laptop, repair — sign the old computer out, in Coda under Account or on your account page, and sign in on the new one. 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.