Terms of Use

Last updated: 6th June 2025

1. Introduction

Trace Fire Group Ltd. ("TFG", "we", "us", or "our") operates and maintains the website at www.tracefiregroup.com and any other subsidiary websites, along with any associated microsites or digital platforms (collectively referred to as the “Site”). The site is developed, hosted and supported by a third-party service provider contracted by TFG. This provider assists in maintaining the functionality, content updates, and security of the site and may, under our direction, access, edit, add or remove content on TFG’s behalf.

These Terms of Use set out the conditions under which you may access and use the Site, including all information, tools, and services made available through it.

By visiting, browsing, or interacting with our Site—whether to view content, read blog posts, or download materials—you agree to be bound by these Terms. If you do not agree to these Terms of Use, please refrain from using the Site.

2. Purpose

The content available on this Site—including but not limited to text, images, diagrams, graphics, blog articles, downloadable documents, and video materials (collectively, the “Content”)—is intended solely for general informational purposes only.\

While we aim to ensure the accuracy and relevance of the content, it is not intended to constitute professional engineering, consulting or legal advice.

Visitors should not rely solely on the information presented on the site when making decisions related to engineering or consulting matters. We strongly recommend consulting directly with TFG before taking any action based on the content.

Disclaimer: The information provided on this site is for general informational purposes only. While we strive to ensure the accuracy and completeness of the content, we make no guarantees or warranties of any kind, express or implied, about the reliability, suitability, or availability of the information. Any reliance you place on such information is strictly at your own risk. We recommend consulting with a professional for specific advice tailored to your situation.

3. Third Party Links

The Site may contain links to external websites or resources ("Linked Sites") that are not owned, operated, maintained or controlled by TFG. These links are provided for your convenience and reference only.

TFG makes no representation or warranties regarding the accuracy, relevance or appropriateness of any Linked Sites or the content they provide. Any linked sites are governed by their own terms of fuse, privacy policies, and data practices, which may differ from those of TFG.

Disclaimer: The Site may contain links to external websites or resources ("Linked Sites") that are not owned, operated, maintained, or controlled by TCG. These links are provided for your convenience and reference only. TCG makes no representations or warranties regarding the accuracy, relevance, or appropriateness of any Linked Sites or the content they provide. Accessing and using Linked Sites is at your own risk, and TCG is not responsible for any damages or losses incurred as a result.

4. Intellectual Property and Copyright

All materials displayed on or accessible via the Site are the intellectual property of TFG or its content providers and are protected by copyright and other applicable intellectual property laws.

You may download or print portions of the Content solely for personal, non-commercial, or educational purposes, provided that you do not modify the materials and retain all copyright and proprietary notices.

Any other use, including reproduction, redistribution, publication, or commercial exploitation of the Content, is strictly prohibited without prior written consent from TFG or the applicable rights holder.

Consequences of Violations: Any unauthorized use, reproduction, redistribution, publication, or commercial exploitation of the Content without prior written consent from TCG or the applicable rights holder is strictly prohibited. Violations of these terms may result in legal action, including but not limited to claims for damages, injunctions, and penalties as permitted by applicable intellectual property laws.

5. Amendments to Terms

We may update or revise these Terms of Use from time to time without prior notice. Changes will be reflected on this page, and your continued use of the Site following any updates constitutes acceptance of the revised Terms. We will make reasonable efforts to inform users of significant changes to the Terms, such as through notifications on the Site. We encourage you to check this page periodically to stay informed of nay changes.


6. Contact Us

If you have any questions, concerns, or feedback regarding these Terms of Use or your use of our Site, please contact us at info@tracefiregroup.com

Additionally, you can reach us by phone at 416-639-6140 or by mail at 240 Chrislea Rd, Unit 105, Vaughan, Ontario. We value your input and will make every effort to respond to your inquiries promptly.

3 — 3
techcrunch
GeoSpace • Free Webflow HTML website template • 2021 • By JP

This startup wants to build VR headsets with 'human eye-resolution'

Originally from techcrunch.com

Earlier this month, Google virtual reality head Clay Bavor discussed the company’s efforts on a mind-boggling 20 megapixel screen that was currently under development. The screens would be a staggering 17x resolution improvement on displays in current generation VR systems like the Rift and Vive. They would also be totally unusable, because at the frame rates needed for VR, such displays would burn through 50-100 GBs of data per second.The key for working this out would be utilizing a technology called foveated rendering to track where a user’s eyes are looking and ensure that only the area at the center of their vision is being rendered at full resolution.While this will undoubtedly be a technology that enables the future of high-end VR, it’s still one that relies on expensive displays that aren’t even widely available yet.

A Finnish startup is positing that they’ve come up with a way to bring human-eye level resolution to VR headsets through a technique that will direct a pair of insanely high-resolution displays to the center of your vision. With current technology, the company claims this will enable perceived resolutions north of 70 megapixels.Varjo, which means “shadow” in Finnish, is looking to bring this technology to higher-end business customers by next year at a price of “less than $10,000” according to the company.

This startup wants to build VR headsets with 'human eye-resolution'

Photo by Artem Podrez from Pexels

Photo by Ivan Samkov from Pexels

Why show off this tech now? Largely because the company is currently raising cash stateside and was just awarded a few patents related to these technologies last week.I had the chance to demo a prototype of the company’s technology last week using a modified Oculus Rift headset with Varjo’s display systems embedded.I suppose the best testament to the company’s technology was that I spent most of the demo questioning whether my eye sight had actually been improved. After being dropped into an apartment scene, I was almost disturbed by my ability to read the spines of books on bookshelves several feet away.

Read full Article
GeoSpace • Free Webflow HTML website template • 2021 • By JP
3 — 3
techcrunch
GeoSpace • Free Webflow HTML website template • 2021 • By JP

This startup wants to build VR headsets with 'human eye-resolution'

Originally from techcrunch.com

Earlier this month, Google virtual reality head Clay Bavor discussed the company’s efforts on a mind-boggling 20 megapixel screen that was currently under development. The screens would be a staggering 17x resolution improvement on displays in current generation VR systems like the Rift and Vive. They would also be totally unusable, because at the frame rates needed for VR, such displays would burn through 50-100 GBs of data per second.The key for working this out would be utilizing a technology called foveated rendering to track where a user’s eyes are looking and ensure that only the area at the center of their vision is being rendered at full resolution.While this will undoubtedly be a technology that enables the future of high-end VR, it’s still one that relies on expensive displays that aren’t even widely available yet.

A Finnish startup is positing that they’ve come up with a way to bring human-eye level resolution to VR headsets through a technique that will direct a pair of insanely high-resolution displays to the center of your vision. With current technology, the company claims this will enable perceived resolutions north of 70 megapixels.Varjo, which means “shadow” in Finnish, is looking to bring this technology to higher-end business customers by next year at a price of “less than $10,000” according to the company.

This startup wants to build VR headsets with 'human eye-resolution'

Photo by Artem Podrez from Pexels

Photo by Ivan Samkov from Pexels

Why show off this tech now? Largely because the company is currently raising cash stateside and was just awarded a few patents related to these technologies last week.I had the chance to demo a prototype of the company’s technology last week using a modified Oculus Rift headset with Varjo’s display systems embedded.I suppose the best testament to the company’s technology was that I spent most of the demo questioning whether my eye sight had actually been improved. After being dropped into an apartment scene, I was almost disturbed by my ability to read the spines of books on bookshelves several feet away.

Read full Article
GeoSpace • Free Webflow HTML website template • 2021 • By JP
3 — 3
techcrunch
GeoSpace • Free Webflow HTML website template • 2021 • By JP

This startup wants to build VR headsets with 'human eye-resolution'

Originally from techcrunch.com

Earlier this month, Google virtual reality head Clay Bavor discussed the company’s efforts on a mind-boggling 20 megapixel screen that was currently under development. The screens would be a staggering 17x resolution improvement on displays in current generation VR systems like the Rift and Vive. They would also be totally unusable, because at the frame rates needed for VR, such displays would burn through 50-100 GBs of data per second.The key for working this out would be utilizing a technology called foveated rendering to track where a user’s eyes are looking and ensure that only the area at the center of their vision is being rendered at full resolution.While this will undoubtedly be a technology that enables the future of high-end VR, it’s still one that relies on expensive displays that aren’t even widely available yet.

A Finnish startup is positing that they’ve come up with a way to bring human-eye level resolution to VR headsets through a technique that will direct a pair of insanely high-resolution displays to the center of your vision. With current technology, the company claims this will enable perceived resolutions north of 70 megapixels.Varjo, which means “shadow” in Finnish, is looking to bring this technology to higher-end business customers by next year at a price of “less than $10,000” according to the company.

This startup wants to build VR headsets with 'human eye-resolution'

Photo by Artem Podrez from Pexels

Photo by Ivan Samkov from Pexels

Why show off this tech now? Largely because the company is currently raising cash stateside and was just awarded a few patents related to these technologies last week.I had the chance to demo a prototype of the company’s technology last week using a modified Oculus Rift headset with Varjo’s display systems embedded.I suppose the best testament to the company’s technology was that I spent most of the demo questioning whether my eye sight had actually been improved. After being dropped into an apartment scene, I was almost disturbed by my ability to read the spines of books on bookshelves several feet away.

Read full Article
GeoSpace • Free Webflow HTML website template • 2021 • By JP