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 · Pure Mechanics
A rally sim whose procedural stages keep variance alive while rewarding clean car control.

Execution · Pure Mechanics
A methodical shooter that rewards learning enemy layouts and conserving resources across connected military bases.
DiRT 4 leans Execution (Pure Mechanics); Quake II 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.
DiRT 4
Procedural stages still demand consistent throttle and apex discipline
Quake II
Fast strafe-aim against hard-hitting enemies demands clean inputs
DiRT 4 leans a little harder on reads, though the gap is small.
DiRT 4
Time-attack structure has no adaptive opponent
Quake II
All enemies are scripted; no adaptive AI present
DiRT 4 leans a little harder on variance, though the gap is small.
DiRT 4
Procedurally generated stages prevent full route memorisation
Quake II
Item and enemy placement is fixed but unknown on first play
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
DiRT 4
Car choice, setup and rally team progression are solvable systems
Quake II
Ammo and health economy tightly constrains routing through every level
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.