Maybe not? I mean, it's running right there in a web browser, after all. But then again, it's not all that useful. It's only a small pool of water. It's not an ocean simulator.
It runs quite well on my machine, and considering it's WebGL, which uses fucking javascript, that's quite an accomplishment. Honestly, I could see a larger-scale version in C++ running quite well. Now, actual fluid dynamics? Haha, good luck with that shit, as awesome as it would be to have that in a proper game.
Mind you, if Unlimited Detail turned out to be as awesome as advertised, then there would be so much room on the GPU for things like that, that it wouldn't be funny. Of course, we'd have to wait a few months or so to find out, and that's a whole different topic anyway. Would be pretty awesome, though.
Not just the fluid dynamics, the light patterning is pretty convincing despite being a much simplified solution compared to what it actually looks like, and then there's all that shit like proximity shadowing/occlusion which the average person doesn't notice but still adds so much.