At the moment you need an nVidia, moreover Kepler or above. (Though obviously performance will vary then depending on the power of your card). It's CUDA 3.0 based.
It is very neat though, to have a general solution for solids/liquids/gases through one path. I imagine there will be vendor agnostic systems similar to it in the not too distant future.
One thing that isn't obvious in the videos released so far is that up close, even with surface rendering, liquids can look quite 'blobby' - you can see the spherical or ellipsoidal silhouette of the particles making up the liquid surface. I don't just mean in the UE4 implementation - I mean even in the standalone demo, with more proper surface rendering. At distance it's not apparent because the particles are sub pixel size, but up close it becomes evident. Some kind of hierarchical system that varies particle size depending on distance - particle sizes are fixed right now - or a better surfacing approach might be able to deal with that though. The former might require a fair bit of power, though, to throw around a lot more smaller particles when closer to a liquid surface.