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

Execution · Pure Mechanics
The beloved arcade racer where slamming rivals into walls is the point.

Execution · Practiced Mastery
Simulation driving precision underpinned by setup tuning and race strategy.
Burnout 3: Takedown leans Execution (Pure Mechanics); Project CARS 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.
Burnout 3: Takedown
High-speed control and takedown timing are everything
Project CARS
Braking points and wheel control at the sim limit
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Burnout 3: Takedown
Online rivals bait slams, modestly
Project CARS
Online racecraft against humans adds light positional prediction
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Burnout 3: Takedown
Traffic and crash chaos inject randomness
Project CARS
Dynamic weather injects some session randomness
Project CARS leans a little harder on optimization, though the gap is small.
Burnout 3: Takedown
Track knowledge and boost routes reward study
Project CARS
Setup tuning and pit strategy reward deep study
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.