yes but you need to differ between Sharpnes and Anti Aliasing. The origin purpose of AA is to eliminate artifacts and flicker on edges. The sharpness of DLAA is strongly dependent of the used DLSS preset name - k and m are very crisp. Also for the amount of sharpness i use the ingame AMD Sharpening Option (i have it at 120, with default presets it could be even at 140-150). Also if you want to specially target the cockpit instrument, i can even also recommend trying out ReShade - it does have Depth Info and there are effects where you can seperatly sharpen or clarify close elements (so everthing in cockpit).
I think it could be too much to also add in this guide, but i use ReShade fairly often - even with advanced raytracing effects (RTGI) from the paid MartyMods Reshade Filters. Currently i do only add a little FakeHDR and very slight vibrance as well as some brightness adjustments. There are also many different Presets on flightsim.to (but if one decides to use ReShade i recommend creating his own adapted preset. Since the big limitation of Reshade being only able to see whats in viewport (which does make more advanced filters that are dependent on distant light sources fairly questionable, because if the light is not visible - reshade doesnt now there is a shadow to cast.). Personally i recommend using it for general color fine-tunes (ideally time and weather independent) and use it for sharpening (Sharpening is a real strength of Reshade, especially using modern filters like Contrast Adaptive Sharpening, which can achieve a pretty high sharpening without creating artifacts or a overdone feeling.).
But if you decide to get started with explaining ReShade you can directly continue with Engine Atmosphere Adjustments using Rex Atmos Core and if you include that you can continue with ActiveSky for weather realism (fog, clouds, distant haze)