It has been said before, but mostly ignored, so I'll reiterate it:
The game uses deferred rendering, which means that the z-buffer contents are determined first (along with other per-pixel data in other buffers), and shading is applied later, as a sort of post-processing stage, not directly geometry-based.
The problem with DX9 is that AA only works when rendering geometry directly. The AA is resolved implicitly. So if you want to do anything later, in a post-processing stage, the subsample information for AA is no longer available.
Forcing AA on in the control panel is not going to solve this, it will not produce correct results.
What nVidia has done, is to add extra code using driver extensions, which take advantage of their DX10+ hardware, which DOES allow you to access subsample information in later render passes.
So this is nVidia-specific code, which can not be done with vanilla DX9 code, nor with forcing AA in control panel.
If AMD wants to offer AA aswell, they also need to supply custom rendering code for the game, like nVidia did.