head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, and it is a single point.

Execution · Pure Mechanics
A VR table tennis sim testing physical paddle control and reading opponents.

Execution · Pure Mechanics
Pure aim and movement skill tested against adaptive human opponents competing for spawn-cycle dominance.
Eleven: Table Tennis VR leans Execution (Pure Mechanics); Quake III Arena 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.
Eleven: Table Tennis VR
Precise physical paddle control is the entire test
Quake III Arena
Rail and rocket aim at speed is the entire game
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Eleven: Table Tennis VR
Predicting human opponents' shots and placement matters
Quake III Arena
Human opponents adapt their routes and timings in direct response
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Eleven: Table Tennis VR
Realistic physics; little randomness
Quake III Arena
Spawn locations have mild randomness but are quickly mapped
Quake III Arena leans a little harder on optimization, though the gap is small.
Eleven: Table Tennis VR
Serve strategy and spin choices have known answers
Quake III Arena
Armor and weapon timing routes are learnable and highly leveraged
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.