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 · Pure Mechanics
Fast arena-style shooter mixing a scripted Strogg campaign with twitch multiplayer.

Execution · Competitive PvP
An arena shooter testing aim and predicting opponents who can flank through portals.
Quake 4 leans Execution (Pure Mechanics); Splitgate: Arena Reloaded leans Execution (Competitive PvP).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Quake 4
Aimbot plus strafe-jump inputs dominate both campaign and multiplayer
Splitgate: Arena Reloaded
Arena aim plus portal movement sets a high mechanical bar
Splitgate: Arena Reloaded leans a little harder on reads, though the gap is small.
Quake 4
Multiplayer duels reward predicting human positioning and timing
Splitgate: Arena Reloaded
Predicting where humans will portal from is constant
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Quake 4
Spawn and item timing add mild uncertainty
Splitgate: Arena Reloaded
Spawns and weapon timers add mild uncertainty
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Quake 4
Item control routes and weapon picks are learnable
Splitgate: Arena Reloaded
Portal setups and map control patterns are learnable theory
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.