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

Execution · Pure Mechanics
Tactical shooting where your real hands aim, reload, and out-duel adapting humans.

Execution · Pure Mechanics
Fast arena-style shooter mixing a scripted Strogg campaign with twitch multiplayer.
Pavlov VR leans Execution (Pure Mechanics); Quake 4 leans Execution (Pure Mechanics).
Pavlov VR leans a little harder on execution, though the gap is small.
Pavlov VR
Physical aim plus manual reloading in VR is a literal hands test
Quake 4
Aimbot plus strafe-jump inputs dominate both campaign and multiplayer
Pavlov VR leans a little harder on reads, though the gap is small.
Pavlov VR
Human opponents fake, peek and adapt every round
Quake 4
Multiplayer duels reward predicting human positioning and timing
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Pavlov VR
Spawn and gunfight chaos add modest noise
Quake 4
Spawn and item timing add mild uncertainty
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Pavlov VR
Buy economy and site strategy mirror tactical-shooter planning
Quake 4
Item control routes and weapon picks are learnable
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.