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 · Competitive PvP
Definitive competitive tactical FPS balancing aim mastery with team strategy.

Execution · Pure Mechanics
A fast arena shooter where raw aim and movement meet item-control strategy.
Counter-Strike: Global Offensive leans Execution (Competitive PvP); Unreal Tournament 2004 leans Execution (Pure Mechanics).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Counter-Strike: Global Offensive
Spray control and flick precision at the top
Unreal Tournament 2004
Aimbot plus perfect dodging trivializes arena duels
Counter-Strike: Global Offensive leans a little harder on reads, though the gap is small.
Counter-Strike: Global Offensive
Anti-stratting and mid-round adaptation
Unreal Tournament 2004
Predicting human movement and timing in duels matters
Counter-Strike: Global Offensive leans a little harder on variance, though the gap is small.
Counter-Strike: Global Offensive
Information hidden until contact
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: Global Offensive
Utility lineups, economy, and default strats
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.