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
FPS aim welded to a team economy of base-destruction priorities.

Execution · Practiced Mastery
Slow-motion gunfights against aggressive but ultimately mappable squad AI.
Command & Conquer: Renegade leans Execution (Practiced Mastery); F.E.A.R. 3 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.
Command & Conquer: Renegade
FPS aim in infantry and vehicle fights carries the game
F.E.A.R. 3
Slow-mo gunplay still rewards fast accurate aim
Command & Conquer: Renegade leans a little harder on reads, though the gap is small.
Command & Conquer: Renegade
Multiplayer base assaults involve predicting human team pushes
F.E.A.R. 3
Squad AI flanks convincingly but follows mappable routines
F.E.A.R. 3 leans a little harder on variance, though the gap is small.
Command & Conquer: Renegade
Maps and economy rules are fully known
F.E.A.R. 3
Encounter layouts are scripted-but-unknown first time
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Command & Conquer: Renegade
Credit economy and building-target priority decide C&C-mode matches
F.E.A.R. 3
Cover usage and power timing are quickly learned
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.