Sorry, this is all wrong. It seems from a later post that you got this from misinterpreting Cedric talking about general development time and thinking that quotes like "very long time", "a few months", "few weeks later" referred to work spent on SPU AA. That's not the case. As a game developer you should know that stuff gets worked on, then off, then on-again, then off-again, and the SPU AA code was no exception.
The SPU AA library was written primarily by Matteo and Tobias at ATG, and on our end Cedric did the integration. Some other people helped out here and there with stuff, but when it comes down to it, it was these three guys doing the work. I can't say exactly how many hours Matteo and Tobias spent on their end (I know how much time Cedric spent in total) but there sure as heck was no "months and months" of writing/optimization; that's totally made up by misreading what was said.
The library has been cleaned up since the early version we got, and today, basic integration can be done in a day. In our case what took extra time was sorting out "early adopter" issues (changing requirements; lots of going back and forth, with a day wasted on almost every issue due to inter-continent collaboration; etc) and to totally rearrange our rendering loop, because we wanted to make sure we placed the SPU AA cycles in exactly the right part of our frame, so as not to introduce additional latencies (which, for us, led to a LOT of rearrangements for our already convoluted rendering frame).
So, no "huge corporations with deep pockets" are needed to pull this off. You just need a few really solid programmers spending a few weeks of concentrated time!