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Depends what you're aiming for.
In theory, if a game isn't doing much else, we could see some impressive water systems using GPU particles. Tech demos in this area have shown some pretty crazy results for a long time now.
However.
Those sorts of systems don't usually play nicely with other things. GPU-based physics in general tend to not be good for interactivity; the data they work with isn't convenient to be passed to the CPU or be used by the CPU. The objects can bounce and interact gloriously with whatever you throw at them, but it's extremely uncommon to see something outside of the GPU-based system react in turn.
So such systems aren't necessarily easily applicable to something like Bloodwake, where you want the player-controlled boat to bounce off waves created by explosions and the passage of boats.
Such intensive GPU physics also might be a bit much more a PS4 or next Xbox in general anyway.
But classic polygon water systems, supported by DX11 tessellation and modern shaders, really ought to be pretty cool anyway.