Thanks for all the feedback. Something should be clarified here.
About the grid resolution. Default is 64 x 64 x 64, definitely it can be higher. The limit is how much display card memory you have. Old hardware has 128 mb, it is safe to use 64 * 128 * 64 or so. My macbook has GeForce 9400 256 mb, it can carry 128 * 128 * 128. I tested it on a desktop with GeForce 9600 512 Mb, it can run at 128 * 256 * 128. You see all numbers are power-of-two. Non-power-of-two grid resolution should be working on those new hardware, but not tested yet, so it blocks to use non-power-of-two grid resolution.
About the memory, zFluid needs a lot memory to run 128 * 256 * 128 grid, I will recommend to have a 2G RAM desktop to do anything serious.
About the speed, it is a lot faster than Maya fluid indeed. Because speed is affected by a lot things, and I never tested Maya 3D fluid with grid higher than 128, it is hard to know exactly how many times faster it is. If you have a lot heavy poly mesh as source or obstacle, simulation will slow down. I have to use a 50K triangle mesh as source for a 128 * 256 * 128 grid, it is down to 0.2 fps, not good. So use low mesh as source and obstacles. No need to have mush details.
About the source and obstacles, zFluid can use poly mesh as source to emit fluid into the solver or obstacle to block the fluid. To do that, select meshes, shift-select the particle, choose menu attach obstacle or object as source. Connection will be made.
About preview, there is a shoTex attrib of the grid, 0 is no texture. If you set to 1, it will display a slice of density field when you playback. Change slice Id can change where to display the slice. That is the only way you can preview the result for now. Of course moving of the particle is some sort of viz too.
About rendering, zFluid is just a solver, need to save out cache files per-frame, and render with zSmoke. Current public zSmoke does NOT support that kind of cache. Please wait for a new release.
About the doc, it is quite a large piece. zFliud is not that simple to explain howto. Hope I can release some notes soon.
Support for other maya version on windows and mac should wait.
I would love to test this out!