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

Execution · Grand Arena
A tactical hero shooter decided by aim duels and adapting to human opponents.
Quake III Arena leans Execution (Pure Mechanics); Valorant leans Execution (Grand Arena).
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
Valorant
One-tap aim and crosshair placement decide most duels.
Valorant leans a little harder on reads, though the gap is small.
Quake III Arena
Human opponents adapt their routes and timings in direct response
Valorant
Humans constantly adapt peeks, fakes, and ability timings.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Quake III Arena
Spawn locations have mild randomness but are quickly mapped
Valorant
Light spray RNG and unknown enemy positions.
Valorant leans a little harder on optimization, though the gap is small.
Quake III Arena
Armor and weapon timing routes are learnable and highly leveraged
Valorant
Agent comps, util usage, and economy are studyable 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.