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

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

Execution · Practiced Mastery
A snowboarding sim testing trick execution and line selection for high scores.
BeamNG.drive leans Execution (Practiced Mastery); Mark McMorris Infinite Air leans Execution (Practiced Mastery).
Mark McMorris Infinite Air leans a little harder on execution, though the gap is small.
BeamNG.drive
Soft-body physics car control
Mark McMorris Infinite Air
Trick timing, rotation and landing control define runs
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
Mark McMorris Infinite Air
Solo and scored runs, no adaptive opponent
BeamNG.drive leans a little harder on variance, though the gap is small.
BeamNG.drive
Emergent crash physics outcomes
Mark McMorris Infinite Air
Procedural terrain adds some unpredictability
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
Mark McMorris Infinite Air
Trick chaining and line selection optimize scores
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.