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
Open-world racer where banking risky speedpoints against human cops drives the tension.

Execution · Pure Mechanics
Kart drift control and track knowledge with item luck shaking up placements.
Need for Speed: Rivals leans Execution (Pure Mechanics); SuperTuxKart 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.
Need for Speed: Rivals
Open-road control with pursuit tech timing
SuperTuxKart
Drift control and line holding decide races
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Need for Speed: Rivals
AllDrive mixes human cops and racers in
SuperTuxKart
Human online races reward mild item mind-games
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Need for Speed: Rivals
Dynamic open-world encounters and weather
SuperTuxKart
Item box rolls shake up placements
Need for Speed: Rivals leans a little harder on optimization, though the gap is small.
Need for Speed: Rivals
Risk-versus-bank speedpoint economy
SuperTuxKart
Track shortcuts and kart choice reward study
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.