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 fast, low-fi browser FPS built around twitch aim and movement skill.

Execution · Pure Mechanics
Pure aim and movement skill tested against adaptive human opponents competing for spawn-cycle dominance.
Krunker 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.
Krunker
fast twitch aim and movement in browser FPS
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.
Krunker
reading human opponents' positioning and peeks
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.
Krunker
minor spawn and loadout 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.
Krunker
class loadouts and map knowledge are learnable
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.