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
Team-based WWII infantry shooter about holding and capturing map points.

Execution · Pure Mechanics
Fast arena-style shooter mixing a scripted Strogg campaign with twitch multiplayer.
Day of Defeat: Source leans Execution (Competitive PvP); Quake 4 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.
Day of Defeat: Source
Recoil control and snap aim decide most firefights
Quake 4
Aimbot plus strafe-jump inputs dominate both campaign and multiplayer
Day of Defeat: Source leans a little harder on reads, though the gap is small.
Day of Defeat: Source
Human squads shift pushes and holds unpredictably
Quake 4
Multiplayer duels reward predicting human positioning and timing
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Day of Defeat: Source
Known maps, minimal randomness beyond spawn waves
Quake 4
Spawn and item timing add mild uncertainty
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Day of Defeat: Source
Class loadouts and lane control are quickly mapped
Quake 4
Item control routes and weapon picks are learnable
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.