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
A tactical shooter where precise gunplay against human opposition is the deciding skill.

Execution · Pure Mechanics
A fast arena shooter where raw aim and movement meet item-control strategy.
Counter-Strike: Condition Zero leans Execution (Competitive PvP); Unreal Tournament 2004 leans Execution (Pure Mechanics).
Unreal Tournament 2004 leans a little harder on execution, though the gap is small.
Counter-Strike: Condition Zero
aim and spray control decide duels
Unreal Tournament 2004
Aimbot plus perfect dodging trivializes arena duels
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Counter-Strike: Condition Zero
predicting human opponent positioning
Unreal Tournament 2004
Predicting human movement and timing in duels matters
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Counter-Strike: Condition Zero
buy-round economy and drops vary slightly
Unreal Tournament 2004
Spawns and item timers are knowable, little hidden
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Counter-Strike: Condition Zero
economy management and utility usage solvable
Unreal Tournament 2004
Item timing, map control, and weapon economy are studied
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.