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 · Competitive PvP
First-person medieval melee where feints and drags duel human reads.

Execution · Pure Mechanics
Tactical shooting where your real hands aim, reload, and out-duel adapting humans.
Chivalry: Medieval Warfare leans Execution (Competitive PvP); Pavlov VR leans Execution (Pure Mechanics).
Pavlov VR leans a little harder on execution, though the gap is small.
Chivalry: Medieval Warfare
Swing manipulation, footwork, and parry timing
Pavlov VR
Physical aim plus manual reloading in VR is a literal hands test
Chivalry: Medieval Warfare leans a little harder on reads, though the gap is small.
Chivalry: Medieval Warfare
Feints and drags against adapting humans
Pavlov VR
Human opponents fake, peek and adapt every round
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Chivalry: Medieval Warfare
Battlefield chaos with many players
Pavlov VR
Spawn and gunfight chaos add modest noise
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Chivalry: Medieval Warfare
Class loadouts and objective knowledge
Pavlov VR
Buy economy and site strategy mirror tactical-shooter planning
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.