The HUD Problem
The default FiveM HUD is a disaster. Players end up with half a dozen conflicting overlays fighting for screen space, no consistent visual language, and critical information buried under decorative fluff. Every server we joined had the same issue: too much HUD, not enough clarity. Agency-Hud exists to fix this.
Information Hierarchy
We broke down HUD elements into three tiers. Tier one is always visible: health, armor, hunger, thirst. Tier two shows contextually: vehicle speedometer when driving, voice range indicator when speaking. Tier three is on-demand: minimap toggle, job status, inventory. Each tier has its own visual weight and animates in and out cleanly. Nothing competes for attention unless it matters right now.
Accessibility Built In
High-contrast mode, configurable sizing, and colorblind-safe status indicators ship out of the box. This isn't optional in 2026 — your players will include people with various visual needs and a professional HUD accommodates them. Server owners can toggle these defaults for their community.
Performance Under Vehicle Spawns
The biggest HUD performance trap is redrawing during heavy vehicle or NPC spawns. Agency-Hud uses a single render target with delta updates — we only redraw the parts that changed, not the whole overlay. On a 64-player server during a heist event, the HUD cost us a tenth of what comparable alternatives did in our benchmarks.
Customization Without Chaos
Server owners can reposition every HUD element, swap color schemes, and hide specific pieces from a single config file. But we deliberately don't ship a theme marketplace or user-side positioning — the HUD you build is the HUD every player sees, which keeps the visual language of your server coherent. Consistency is a feature.