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Custom controller response curves: linear, exponential and your own

Updated

Short answer

A response curve decides how far you have to push the stick for how much movement in the game. On a linear curve, half the push gives half the speed. A curve that rises slowly at first gives finer control near the centre, for small aim corrections, and speeds up towards the edge, for fast turns. A custom curve lets you place those points yourself. Games usually apply a curve of their own as well, so shape the response in one place and keep the other as neutral as it allows. In Coda you place up to ten points, feel each change on the controller as you make it, and can give aiming down sights a curve of its own.

What a curve actually maps

Picture a graph. Along the bottom is how far the stick is pushed, from the edge of the deadzone (0) to full travel (1). Up the side is what is sent to the game, from nothing to full output. A curve is the line between them.

Why the centre matters most

Most aiming happens in the first third of the stick's travel: tracking a moving target, settling the crosshair, correcting by a few pixels. The shape of the curve there decides how precisely you can make those movements. The shape near the edge decides how fast you can turn. Every curve is a trade between the two, and the right balance depends on the game's sensitivity and on your hands.

Curves stack

Most games apply a response curve of their own, sometimes under a name like “response curve”, “aim response” or “input curve”. A curve shaped in your controller software arrives at the game, and the game's curve is applied on top. Two curves on top of each other are hard to reason about. If the game offers a linear option, using it there leaves the shaping to one place.

Custom curves: points, and what happens between them

A custom curve is a handful of points you place, with the software drawing a line through them. How it draws that line matters more than it sounds.

Straight segments between the points are predictable but have corners, where the response changes abruptly. A smooth line feels more natural, but an ordinary smooth curve through points can bulge past them: it can rise above the next point and come back down, which means pushing the stick further briefly gives you less output. A monotone interpolation is smooth and never does that — more push always means at least as much output.

A separate curve for aiming down sights

Many shooters change sensitivity when you aim down sights, and what you do with the stick changes too: less turning, more fine tracking. A second curve that takes over only while you aim lets each job have its own shape instead of one compromise.

How Coda handles curves

Each stick in Coda has a curve, picked from Linear (the default), Quadratic, Enhanced, Enhanced +, Enhanced Pro, Coda, or Custom. The curve shapes the travel between the deadzone and the max zone, so the deadzone settings come first.

A method for finding your curve

  1. Set the deadzones first, and the game's curve to linear if it has one.
  2. Start from linear and play long enough to know what bothers you.
  3. If small corrections overshoot, lower the curve near the centre. If turning feels slow, raise it near the edge.
  4. Move one point at a time, and test in the same practice situation each time.
  5. Keep the code of a curve you liked before you change it.
Coda for Windows

Your curve, point by point.

Up to ten points, smooth or linear, felt live on the controller while you edit, and a second curve for aiming. Shareable as a code. For DualSense, DualShock 4 and Xbox controllers on Windows 10 and 11.

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