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
The original twitch FPS - movement tech and rockets define skill.

Execution · Pure Mechanics
A competitive online stacker testing raw speed and versus stacking strategy.
Quake leans Execution (Pure Mechanics); Tetr.io 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
Rocket aim and movement tech ceiling massive.
Tetr.io
Lightning-fast piece placement decides every match
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Quake
PvP duels involve real opponent modeling.
Tetr.io
Human opponents in versus can be anticipated somewhat
Tetr.io leans a little harder on variance, though the gap is small.
Quake
Item timing deterministic once learned.
Tetr.io
Bag randomizer is bounded and quickly mappable
Tetr.io leans a little harder on optimization, though the gap is small.
Quake
Map control and item routes solvable.
Tetr.io
Stacking and garbage-management strategy underneath the speed
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.