head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Execution · Pure Mechanics
An arena shooter built on precision aim and power-weapon map control.

Execution · Pure Mechanics
Classic arena aim married to champion abilities, tested against adaptive human opponents in fast duel maps.
Halo Infinite leans Execution (Pure Mechanics); Quake Champions 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.
Halo Infinite
Precision aim and strafe duels dominate.
Quake Champions
Champion abilities add execution layers on top of classic rail and rocket aim
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Halo Infinite
Adaptive opponents around power weapon timings.
Quake Champions
Human duels require reading opponent ability usage and positioning
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Halo Infinite
Spawn flips and weapon drops add noise.
Quake Champions
Ability cooldowns introduce mild timing uncertainty per match
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Halo Infinite
Map control, weapon timers, and team callouts.
Quake Champions
Champion matchup knowledge and item timing are solvable advantages
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.