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
The Source-engine era of Counter-Strike's aim-and-economy tactical formula.

Execution · Pure Mechanics
A fast arena shooter where raw aim and movement meet item-control strategy.
Counter-Strike: Source 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: Source
Recoil control and crosshair placement decide duels
Unreal Tournament 2004
Aimbot plus perfect dodging trivializes arena duels
Counter-Strike: Source leans a little harder on reads, though the gap is small.
Counter-Strike: Source
Outguessing rotations, fakes, and timing of human opponents
Unreal Tournament 2004
Predicting human movement and timing in duels matters
Counter-Strike: Source leans a little harder on variance, though the gap is small.
Counter-Strike: Source
Hidden enemy positions until information is gathered
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: Source
Economy rounds, utility lineups, and map control theory
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.