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.

Optimization · Pure Optimization
A turn-based RPG where relic substat variance and speed-tuned team optimisation define endgame performance.

Optimization · Pure Optimization
A d20 Star Wars RPG where Force power selection and alignment routing define clear optimal paths.
Honkai: Star Rail leans Optimization (Pure Optimization); Knights of the Old Republic leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Honkai: Star Rail
Turn-based; physical input precision is essentially irrelevant
Knights of the Old Republic
Pseudo-turn-based d20 combat removes all twitch; timing aids exist but minor
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Honkai: Star Rail
PvE only with scripted enemy behaviour throughout
Knights of the Old Republic
All enemies follow scripted AI behaviour trees without player modelling
Honkai: Star Rail leans a little harder on variance, though the gap is small.
Honkai: Star Rail
Relic substat RNG and gacha pulls drive character progression
Knights of the Old Republic
Loot rolls and pazaak draws provide hidden information layers
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Honkai: Star Rail
Speed tuning, team cycle theory, and buff windows are deeply solvable
Knights of the Old Republic
Force power selection, feat prerequisites and light/dark routing are systematically solvable
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.