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
An action racer where players detonate the environment itself to wreck rivals and reroute the track.
DiRT 4 leans Execution (Pure Mechanics); Split/Second 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
Split/Second
Drafting, drifting and dodging collapsing set pieces.
Split/Second leans a little harder on reads, though the gap is small.
DiRT 4
Time-attack structure has no adaptive opponent
Split/Second
Timing powerplays against human rivals rewards prediction.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
DiRT 4
Procedurally generated stages prevent full route memorisation
Split/Second
Triggered explosions and route changes upend races constantly.
DiRT 4 leans a little harder on optimization, though the gap is small.
DiRT 4
Car choice, setup and rally team progression are solvable systems
Split/Second
Knowing every trap and shortcut converges with play.
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.