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

Execution · Practiced Mastery
A team arcade racer with no finish line, scoring takedowns and objectives in a rolling stampede.

Execution · Practiced Mastery
Open-world racing MMO spanning a condensed United States.
Onrush leans Execution (Practiced Mastery); The Crew leans Execution (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Onrush
Boost management and aerial takedowns need car control
The Crew
car control across long cross-country races
Onrush leans a little harder on reads, though the gap is small.
Onrush
Team-based human opponents in stampede modes
The Crew
PvP races involve mild positional mind games
Onrush leans a little harder on variance, though the gap is small.
Onrush
Chaotic pack collisions and fodder spawns
The Crew
traffic and open-world events add noise
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Onrush
Class roles and rush timing are learnable
The Crew
car specs and route choice are tunable
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.