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

Execution · Pure Mechanics
Pure aim and movement skill tested against adaptive human opponents competing for spawn-cycle dominance.

Execution · Pure Mechanics
High-speed arena shooter with twitch duels and warfare-scale vehicle modes.
Quake III Arena leans Execution (Pure Mechanics); Unreal Tournament III 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.
Quake III Arena
Rail and rocket aim at speed is the entire game
Unreal Tournament III
Hitscan precision, dodge timing, and vehicle handling rule fights
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Quake III Arena
Human opponents adapt their routes and timings in direct response
Unreal Tournament III
Human opponents vary routes and dueling habits
Quake III Arena leans a little harder on variance, though the gap is small.
Quake III Arena
Spawn locations have mild randomness but are quickly mapped
Unreal Tournament III
Open arenas with fully visible pickups and players
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Quake III Arena
Armor and weapon timing routes are learnable and highly leveraged
Unreal Tournament III
Weapon spawns and power-up timing reward map 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.