3D HUD Render Priority / FOV Compensation

I’m working on a heads up display projected on cam.Start3D2D() infront of the players eyes to make it seem 3-dimensional. Right now I render it in PostDrawTranslucentRenderables but that’s going to be a problem since it doesn’t render after the view model. If I put it in PostDrawViewmodel though, the view model’s FOV will affect the HUD and it won’t look right for different weapons. I’m wondering if I can make this render after view model without view model FOV affecting it or compensate for FOV.

http://cloud.steampowered.com/ugc/594723435408394881/CEEE0DEEE8C67098325C1AE7F3909FEAC15F929E/

http://cloud-2.steampowered.com/ugc/594723435408395401/2C0DC13AFD48A0381F67CDA292A399EF7A8E20AB/

Use cam.Start3D in RenderScreenSpaceEffects or so.