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
A fast arena shooter where raw aim and movement meet item-control strategy.
Halo Infinite leans Execution (Pure Mechanics); Unreal Tournament 2004 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.
Unreal Tournament 2004
Aimbot plus perfect dodging trivializes arena duels
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.
Unreal Tournament 2004
Predicting human movement and timing in duels matters
Halo Infinite leans a little harder on variance, though the gap is small.
Halo Infinite
Spawn flips and weapon drops add noise.
Unreal Tournament 2004
Spawns and item timers are knowable, little hidden
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.
Unreal Tournament 2004
Item timing, map control, and weapon economy are studied
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.