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

Execution · Pure Mechanics
A fast arena shooter where raw aim and movement meet item-control strategy.
Day of Defeat: Source 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.
Day of Defeat: Source
Recoil control and snap aim decide most firefights
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.
Day of Defeat: Source
Human squads shift pushes and holds unpredictably
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.
Day of Defeat: Source
Known maps, minimal randomness beyond spawn waves
Unreal Tournament 2004
Spawns and item timers are knowable, little hidden
Unreal Tournament 2004 leans a little harder on optimization, though the gap is small.
Day of Defeat: Source
Class loadouts and lane control are quickly mapped
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.