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 · Competitive PvP
An arena shooter testing aim and predicting opponents who can flank through portals.

Execution · Pure Mechanics
A fast arena shooter where raw aim and movement meet item-control strategy.
Splitgate: Arena Reloaded leans Execution (Competitive PvP); Unreal Tournament 2004 leans Execution (Pure Mechanics).
Unreal Tournament 2004 leans a little harder on execution, though the gap is small.
Splitgate: Arena Reloaded
Arena aim plus portal movement sets a high mechanical bar
Unreal Tournament 2004
Aimbot plus perfect dodging trivializes arena duels
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Splitgate: Arena Reloaded
Predicting where humans will portal from is constant
Unreal Tournament 2004
Predicting human movement and timing in duels matters
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Splitgate: Arena Reloaded
Spawns and weapon timers add mild uncertainty
Unreal Tournament 2004
Spawns and item timers are knowable, little hidden
Unreal Tournament 2004 leans a little harder on optimization, though the gap is small.
Splitgate: Arena Reloaded
Portal setups and map control patterns are learnable theory
Unreal Tournament 2004
Item timing, map control, and weapon economy are studied
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.