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

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

Execution · Pure Mechanics
Pure aim and movement skill tested against adaptive human opponents competing for spawn-cycle dominance.
Halo Infinite 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.
Halo Infinite
Precision aim and strafe duels dominate.
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.
Halo Infinite
Adaptive opponents around power weapon timings.
Quake III Arena
Human opponents adapt their routes and timings in direct response
Halo Infinite leans a little harder on variance, though the gap is small.
Halo Infinite
Spawn flips and weapon drops add noise.
Quake III Arena
Spawn locations have mild randomness but are quickly mapped
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 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.