head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, and it is a single point.

Execution · Practiced Mastery
Soft-body physics sandbox driving and crashing.

Execution · Practiced Mastery
Vehicular mayhem testing car handling plus knowing when wrecking beats racing.
BeamNG.drive leans Execution (Practiced Mastery); Carmageddon II: Carpocalypse Now leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
BeamNG.drive
Soft-body physics car control
Carmageddon II: Carpocalypse Now
Perfect car control trivialises wrecking AI opponents and surviving
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
BeamNG.drive
Mostly sandbox, no adaptive opponents
Carmageddon II: Carpocalypse Now
AI drivers follow set behaviours, never modelling the player
BeamNG.drive leans a little harder on variance, though the gap is small.
BeamNG.drive
Emergent crash physics outcomes
Carmageddon II: Carpocalypse Now
Pickup spawns and physics chaos add modest run-to-run noise
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
BeamNG.drive
Vehicle tuning, scenario routing
Carmageddon II: Carpocalypse Now
Choosing wreck-versus-race strategy and upgrade economy is solvable
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.