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

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

Execution · Practiced Mastery
A kart racer testing handling execution under item-driven chaos.
BeamNG.drive leans Execution (Practiced Mastery); Speed Punks 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
Speed Punks
Tight kart handling and boost timing decide races
Speed Punks leans a little harder on reads, though the gap is small.
BeamNG.drive
Mostly sandbox, no adaptive opponents
Speed Punks
Human races add light item mind-games
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
BeamNG.drive
Emergent crash physics outcomes
Speed Punks
Weapon pickups swing positions randomly
BeamNG.drive leans a little harder on optimization, though the gap is small.
BeamNG.drive
Vehicle tuning, scenario routing
Speed Punks
Track shortcuts and item usage have learnable answers
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.